GL3D GWIN window + demo

ugfx_release_2.6
inmarket 2014-08-20 01:36:33 +10:00
parent 301f134b90
commit 3b21507274
72 changed files with 12309 additions and 3 deletions

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#include "GLView.h"
#include <stdio.h>
#include <interface/Bitmap.h>
BLocker BGLView::locker;
BGLView::BGLView(BRect rect, char *name,
ulong resizingMode, ulong mode,
ulong options)
: BView(rect, name, resizingMode, mode|B_FRAME_EVENTS|B_WILL_DRAW)
{
#ifdef __INTEL__
color_space cs = B_RGB16_LITTLE;
#else
color_space cs = B_RGB16_BIG;
#endif
this->bitmaps[0] = new BBitmap(rect, cs, false, true);
this->bitmaps[1] = new BBitmap(rect, cs, false, true);
this->currBitmap = 0;
int w = this->bitmaps[0]->BytesPerRow() / 2;
int h = rect.Height() + 1;
void *buffers[2];
buffers[0] = this->bitmaps[0]->Bits();
buffers[1] = this->bitmaps[1]->Bits();
this->context = ostgl_create_context(w, h, 16, buffers, 2);
ostgl_make_current(this->context, 0);
}
BGLView::~BGLView()
{
ostgl_delete_context(this->context);
delete this->bitmaps[0];
delete this->bitmaps[1];
}
void
BGLView::LockGL()
{
BGLView::locker.Lock();
ostgl_make_current(this->context, this->currBitmap);
}
void
BGLView::UnlockGL()
{
BGLView::locker.Unlock();
}
void
BGLView::SwapBuffers()
{
if (Window()->Lock()) {
DrawBitmap(this->bitmaps[this->currBitmap]);
Window()->Unlock();
this->currBitmap ^= 1;
}
}
/*
BView *
BGLView::EmbeddedView()
{
return NULL;
}
status_t
BGLView::CopyPixelsOut(BPoint source, BBitmap *dest)
{
assert(0);
return 0;
}
status_t
BGLView::CopyPixelsIn(BBitmap *source, BPoint dest)
{
assert(0);
return 0;
}
*/
void
BGLView::ErrorCallback(GLenum /*errorCode*/)
{
}
void
BGLView::Draw(BRect rect)
{
//fprintf(stderr, "GLView::Draw()");
DrawBitmap(this->bitmaps[this->currBitmap^1], rect, rect);
}
void
BGLView::AttachedToWindow()
{
}
void
BGLView::AllAttached()
{
}
void
BGLView::DetachedFromWindow()
{
}
void
BGLView::AllDetached()
{
}
void
BGLView::FrameResized(float w, float h)
{
delete this->bitmaps[0];
delete this->bitmaps[1];
#ifdef __INTEL__
color_space cs = B_RGB16_LITTLE;
#else
color_space cs = B_RGB16_BIG;
#endif
this->bitmaps[0] = new BBitmap(BRect(0,0, w-1, h-1),
cs, false, true);
this->bitmaps[1] = new BBitmap(BRect(0,0, w-1, h-1),
cs, false, true);
int w2 = this->bitmaps[0]->BytesPerRow() / 2;
void *buffers[2];
buffers[0] = this->bitmaps[0]->Bits();
buffers[1] = this->bitmaps[1]->Bits();
ostgl_resize(this->context, w2, h, buffers);
}
/*
status_t
BGLView::Perform(perform_code d, void *arg)
{
}
*/
//
// the rest are pass-through functions
//
status_t
BGLView::Archive(BMessage *data, bool deep) const
{
return BView::Archive(data, deep);
}
void
BGLView::MessageReceived(BMessage *msg)
{
BView::MessageReceived(msg);
}
void
BGLView::SetResizingMode(uint32 mode)
{
BView::SetResizingMode(mode);
}
void
BGLView::Show()
{
BView::Show();
}
void
BGLView::Hide()
{
BView::Hide();
}
BHandler *
BGLView::ResolveSpecifier(BMessage *msg, int32 index,
BMessage *specifier, int32 form,
const char *property)
{
return BView::ResolveSpecifier(msg, index, specifier, form, property);
}
status_t
BGLView::GetSupportedSuites(BMessage *data)
{
return BView::GetSupportedSuites(data);
}
/*
void
BGLView::DirectConnected( direct_buffer_info *info )
{
BView::DirectConnected(info);
}
*/
/*
void
BGLView::EnableDirectMode( bool enabled )
{
BView::EnableDirectMode(enabled);
}
*/

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#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_

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OBJS=GLView.o
INCLUDES = -I../include
LIB = libGLView.a
all: $(LIB)
$(LIB): $(OBJS)
rm -f $(LIB)
ar rcs $(LIB) $(OBJS)
cp $(LIB) ../lib
clean:
rm -f *~ *.o *.a
GLView.o: GLView.cpp GLView.h
$(CC) $(CFLAGS) $(INCLUDES) -c GLView.cpp

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version 0.4:
- added 24/32 bit rendering support (Olivier Landemarre - F. Bellard)
- fixed GL_TRIANGLE_STRIP (Olivier Landemarre)
- added gl_malloc, gl_free, gl_zalloc wrappers (Olivier Landemarre)
version 0.3:
- added NanoX API (nglx) (F. Bellard)
- added gears example and unified GUI in examples (F. Bellard)
- added TGL_FEATURE_RENDER_BITS so that it will be possible to render
natively in 15/16/24 or 32 bits. (F. Bellard)
- interpolated lines (Olivier Landemarre)
- fast no shading case (Olivier Landemarre)
- fast no projection case (Olivier Landemarre)
version 0.2: Fabrice Bellard
- added 24/32 bpp support. Added some features.h ifdefs.
- fixed some error reporting cases in the examples
- endianness is deduced from the glibc (BYTE_ORDER macro)
version 0.19: Peder Blekken
- new files BeOS/* src/msghandling.*, src/arrays.*, src/oscontext.c
include/GL/oscontext.h src/features.h
- added support for BeOS, see README.BEOS
- added support for drawing convex polygons with unlimited # of vertices
- added support for GL_LIGHT_MODEL_TWO_SIDE
- added generic rotation code for glopRotate
- added support for opengl 1.1 arrays
- added support for glPolygonOffset, not implemented.
- added glGetFloatv, limited support.
- added some pnames for glGetIntegerv
- added some empty functions in include/GL/gl.h to compile VRMLView
- added GL_VERSION_1_1 define in include/GL/gl.h
- fixed "bug" when context->gl_resize_viewport is not set.
- fixed bug in glBindTexture (didn't accept texture object 0)
version 0.1:
- Initial revision, Fabrice Bellard

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Installation:
- Edit config.mk and change what is needed. You can also look at
src/zfeatures.h to change very specific details (only useful to tune
TinyGL to your needs). You can link the examples with either OpenGL,
Mesa or TinyGL.
- Type 'make'. The library 'libTinyGL.a' is copied into './lib'. The
examples are build in './examples'. Only the directories './lib' and
'./include' are needed to use TinyGL from another program.

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Copyright notice:
(C) 1997-1998 Fabrice Bellard
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.

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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.

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include config.mk
all:
( for f in $(DIRS); do ( cd $$f ; make all ) || exit 1 ; done )
clean:
rm -f *~ lib/libTinyGL.a include/GL/*~ TAGS
( for f in $(DIRS); do ( cd $$f ; make clean ; ) done )
install:
( for f in $(DIRS); do ( cd $$f ; make install ; ) done )
tar:
( cd .. ; tar zcvf TinyGL-0.4.tar.gz TinyGL --exclude CVS --exclude TAGS )

150
3rdparty/tinygl-0.4-ugfx/README vendored 100644
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TinyGL 0.4 (c) 1997-2002 Fabrice Bellard.
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.

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BeOS support for TinyGL, 1998 Peder Blekken
I implemented (a limited version of) the BGLView class. There is
no DirectWindow support, and some other funtions are missing too,
but it should work ok for most uses. Feel free to use and modify
GLView.cpp and GLView.h in any way you desire.
You will need to take a look in Makefile to compile the library
under BeOS. For those of you not familiar with using makefiles: too bad :)
Also, you will probably need to remove /boot/develop/headers/be/opengl
from the BEINCLUDES environment variable. Unfortunately, this means
editing the /boot/beos/system/boot/SetupEnvironment. It might be possible
to just make sure the TinyGL path is before Be's OpenGL in the include-paths
though. But I prefer to remove /boot/develop/headers/be/opengl, since I
often use Mesa as well. It is a better to add the OpenGL include path in your
makefile; or BeIDE project if that is what you use.
Contact me for any reason: <pederb@sim.no>

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uGFX support for TinyGL, 2014 Andrew Hannam
Some files have been modified to remove references to non-embedded
functions such as fprintf, exit and assert.

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#####################################################################
# 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

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include ../config.mk
PROGS = mech texobj gears spin
all: $(PROGS)
clean:
rm -f core *.o *~ $(PROGS)
mech: mech.o glu.o $(UI_OBJS) $(GL_DEPS)
$(CC) $(LFLAGS) $^ -o $@ $(GL_LIBS) $(UI_LIBS) -lm
texobj: texobj.o $(UI_OBJS) $(GL_DEPS)
$(CC) $(LFLAGS) $^ -o $@ $(GL_LIBS) $(UI_LIBS) -lm
gears: gears.o $(UI_OBJS) $(GL_DEPS)
$(CC) $(LFLAGS) $^ -o $@ $(GL_LIBS) $(UI_LIBS) -lm
spin: spin.o $(UI_OBJS) $(GL_DEPS)
$(CC) $(LFLAGS) $^ -o $@ $(GL_LIBS) $(UI_LIBS) -lm
.c.o:
$(CC) $(CFLAGS) $(GL_INCLUDES) $(UI_INCLUDES) -c $*.c
mech.o: glu.h
glu.o: glu.h
ui.o: ui.h

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/* gears.c */
/*
* 3-D gear wheels. This program is in the public domain.
*
* Brian Paul
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include "ui.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, view_rotz=0.0;
static GLint gear1, gear2, gear3;
static GLfloat angle = 0.0;
static GLuint limit;
static GLuint count = 1;
void draw( void )
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
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();
tkSwapBuffers();
count++;
if (count==limit) {
exit(0);
}
}
void idle( void )
{
angle += 2.0;
draw();
}
/* change view angle, exit upon ESC */
GLenum key(int k, GLenum mask)
{
switch (k) {
case KEY_UP:
view_rotx += 5.0;
return GL_TRUE;
case KEY_DOWN:
view_rotx -= 5.0;
return GL_TRUE;
case KEY_LEFT:
view_roty += 5.0;
return GL_TRUE;
case KEY_RIGHT:
view_roty -= 5.0;
return GL_TRUE;
case 'z':
view_rotz += 5.0;
return GL_TRUE;
case 'Z':
view_rotz -= 5.0;
return GL_TRUE;
case KEY_ESCAPE:
exit(0);
}
return GL_FALSE;
}
/* new window size or exposure */
void reshape( int width, int height )
{
GLfloat h = (GLfloat) height / (GLfloat) width;
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -h, h, 5.0, 60.0 );
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef( 0.0, 0.0, -40.0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
}
void init( void )
{
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)
{
if (argc>1) {
/* do 'n' frames then exit */
limit = atoi( argv[1] ) + 1;
}
else {
limit = 0;
}
return ui_loop(argc, argv, "gears");
}

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#include <stdlib.h>
#include <math.h>
#include <GL/gl.h>
#include "glu.h"
void drawTorus(float rc, int numc, float rt, int numt)
{
int i, j, k;
double s, t;
double x, y, z;
double pi, twopi;
pi = 3.14159265358979323846;
twopi = 2 * pi;
for (i = 0; i < numc; i++) {
glBegin(GL_QUAD_STRIP);
for (j = 0; j <= numt; j++) {
for (k = 1; k >= 0; k--) {
s = (i + k) % numc + 0.5;
t = j % numt;
x = cos(t*twopi/numt) * cos(s*twopi/numc);
y = sin(t*twopi/numt) * cos(s*twopi/numc);
z = sin(s*twopi/numc);
glNormal3f(x, y, z);
x = (rt + rc * cos(s*twopi/numc)) * cos(t*twopi/numt);
y = (rt + rc * cos(s*twopi/numc)) * sin(t*twopi/numt);
z = rc * sin(s*twopi/numc);
glVertex3f(x, y, z);
}
}
glEnd();
}
}
static void normal3f( GLfloat x, GLfloat y, GLfloat z )
{
GLdouble mag;
mag = sqrt( x*x + y*y + z*z );
if (mag>0.00001F) {
x /= mag;
y /= mag;
z /= mag;
}
glNormal3f( x, y, z );
}
void gluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
GLUquadricObj *gluNewQuadric(void)
{
return NULL;
}
void gluQuadricDrawStyle(GLUquadricObj *obj, int style)
{
}
void gluCylinder( GLUquadricObj *qobj,
GLdouble baseRadius, GLdouble topRadius, GLdouble height,
GLint slices, GLint stacks )
{
GLdouble da, r, dr, dz;
GLfloat z, nz, nsign;
GLint i, j;
GLfloat du = 1.0 / slices;
GLfloat dv = 1.0 / stacks;
GLfloat tcx = 0.0, tcy = 0.0;
nsign = 1.0;
da = 2.0*M_PI / slices;
dr = (topRadius-baseRadius) / stacks;
dz = height / stacks;
nz = (baseRadius-topRadius) / height; /* Z component of normal vectors */
for (i=0;i<slices;i++) {
GLfloat x1 = -sin(i*da);
GLfloat y1 = cos(i*da);
GLfloat x2 = -sin((i+1)*da);
GLfloat y2 = cos((i+1)*da);
z = 0.0;
r = baseRadius;
tcy = 0.0;
glBegin( GL_QUAD_STRIP );
for (j=0;j<=stacks;j++) {
if (nsign==1.0) {
normal3f( x1*nsign, y1*nsign, nz*nsign );
glTexCoord2f(tcx, tcy);
glVertex3f( x1*r, y1*r, z );
normal3f( x2*nsign, y2*nsign, nz*nsign );
glTexCoord2f(tcx+du, tcy);
glVertex3f( x2*r, y2*r, z );
}
else {
normal3f( x2*nsign, y2*nsign, nz*nsign );
glTexCoord2f(tcx, tcy);
glVertex3f( x2*r, y2*r, z );
normal3f( x1*nsign, y1*nsign, nz*nsign );
glTexCoord2f(tcx+du, tcy);
glVertex3f( x1*r, y1*r, z );
}
z += dz;
r += dr;
tcy += dv;
}
glEnd();
tcx += du;
}
}
/* Disk (adapted from Mesa) */
void gluDisk( GLUquadricObj *qobj,
GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops )
{
GLdouble a, da;
GLfloat dr;
GLfloat r1, r2, dtc;
GLint s, l;
GLfloat sa,ca;
/* Normal vectors */
glNormal3f( 0.0, 0.0, +1.0 );
da = 2.0*M_PI / slices;
dr = (outerRadius-innerRadius) / (GLfloat) loops;
/* texture of a gluDisk is a cut out of the texture unit square */
/* x, y in [-outerRadius, +outerRadius]; s, t in [0, 1] (linear mapping) */
dtc = 2.0f * outerRadius;
r1 = innerRadius;
for (l=0;l<loops;l++) {
r2 = r1 + dr;
glBegin( GL_QUAD_STRIP );
for (s=0;s<=slices;s++) {
if (s==slices) a = 0.0;
else a = s * da;
sa = sin(a); ca = cos(a);
glTexCoord2f(0.5+sa*r2/dtc,0.5+ca*r2/dtc);
glVertex2f( r2*sa, r2*ca );
glTexCoord2f(0.5+sa*r1/dtc,0.5+ca*r1/dtc);
glVertex2f( r1*sa, r1*ca );
}
glEnd();
r1 = r2;
}
}
/*
* Sphère (adapted from Mesa)
*/
void gluSphere(GLUquadricObj *qobj,
float radius,int slices,int stacks)
{
float rho, drho, theta, dtheta;
float x, y, z;
float s, t, ds, dt;
int i, j, imin, imax;
int normals;
float nsign;
normals=1;
nsign=1;
drho = M_PI / (float) stacks;
dtheta = 2.0 * M_PI / (float) slices;
/* draw +Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, 1.0 );
glTexCoord2f(0.5,0.0);
glVertex3f( 0.0, 0.0, nsign * radius );
for (j=0;j<=slices;j++) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(drho);
y = cos(theta) * sin(drho);
z = nsign * cos(drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
ds = 1.0 / slices;
dt = 1.0 / stacks;
t = 1.0; /* because loop now runs from 0 */
if (1) {
imin = 0;
imax = stacks;
}
else {
imin = 1;
imax = stacks-1;
}
/* draw intermediate stacks as quad strips */
for (i=imin;i<imax;i++) {
rho = i * drho;
glBegin( GL_QUAD_STRIP );
s = 0.0;
for (j=0;j<=slices;j++) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(rho);
y = cos(theta) * sin(rho);
z = nsign * cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-t);
glVertex3f( x*radius, y*radius, z*radius );
x = -sin(theta) * sin(rho+drho);
y = cos(theta) * sin(rho+drho);
z = nsign * cos(rho+drho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-(t-dt));
s += ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
t -= dt;
}
/* draw -Z end as a triangle fan */
glBegin( GL_TRIANGLE_FAN );
glNormal3f( 0.0, 0.0, -1.0 );
glTexCoord2f(0.5,1.0);
glVertex3f( 0.0, 0.0, -radius*nsign );
rho = M_PI - drho;
s = 1.0;
t = dt;
for (j=slices;j>=0;j--) {
theta = (j==slices) ? 0.0 : j * dtheta;
x = -sin(theta) * sin(rho);
y = cos(theta) * sin(rho);
z = nsign * cos(rho);
if (normals) glNormal3f( x*nsign, y*nsign, z*nsign );
glTexCoord2f(s,1-t);
s -= ds;
glVertex3f( x*radius, y*radius, z*radius );
}
glEnd();
}

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void gluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar );
typedef struct {
int draw_style;
} GLUquadricObj;
#define GLU_LINE 0
GLUquadricObj *gluNewQuadric(void);
void gluQuadricDrawStyle(GLUquadricObj *obj, int style);
void gluSphere(GLUquadricObj *qobj,
float radius,int slices,int stacks);
void gluCylinder( GLUquadricObj *qobj,
GLdouble baseRadius, GLdouble topRadius, GLdouble height,
GLint slices, GLint stacks );
void gluDisk( GLUquadricObj *qobj,
GLdouble innerRadius, GLdouble outerRadius,
GLint slices, GLint loops );
void drawTorus(float rc, int numc, float rt, int numt);

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/*
* Demonstration program for Nano-X graphics.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define MWINCLUDECOLORS
#include <microwin/nano-X.h>
#include <GL/gl.h>
#include <GL/nglx.h>
#include "ui.h"
static GR_WINDOW_ID w1; /* id for large window */
static GR_GC_ID gc1; /* graphics context for text */
void errorcatcher(); /* routine to handle errors */
void tkSwapBuffers(void)
{
nglXSwapBuffers(w1);
}
int
ui_loop(int argc,char **argv, const char *name)
{
GR_EVENT event; /* current event */
GR_IMAGE_ID id = 0;
NGLXContext cx;
int width, height, k;
if (GrOpen() < 0) {
fprintf(stderr, "cannot open graphics\n");
exit(1);
}
width = 400;
height = 300;
GrSetErrorHandler(errorcatcher);
w1 = GrNewWindow(GR_ROOT_WINDOW_ID, 10, 10, width, height, 4, BLACK, WHITE);
GrSelectEvents(w1, GR_EVENT_MASK_CLOSE_REQ|GR_EVENT_MASK_EXPOSURE|GR_EVENT_MASK_KEY_DOWN);
GrMapWindow(w1);
gc1 = GrNewGC();
GrSetGCForeground(gc1, WHITE);
cx = nglXCreateContext(NULL, 0);
nglXMakeCurrent(w1, cx);
init();
reshape(width, height);
while (1) {
GrCheckNextEvent(&event);
switch(event.type) {
case GR_EVENT_TYPE_CLOSE_REQ:
GrFreeImage(id);
GrClose();
exit(0);
case GR_EVENT_TYPE_EXPOSURE:
break;
case GR_EVENT_TYPE_KEY_DOWN:
{
GR_EVENT_KEYSTROKE *kp = &event.keystroke;
/* XXX: nanoX special keys are totally bugged ! */
switch(kp->ch) {
case 81:
k = KEY_LEFT;
break;
case 83:
k = KEY_RIGHT;
break;
case 82:
k = KEY_UP;
break;
case 84:
k = KEY_DOWN;
break;
default:
k = kp->ch;
break;
}
key(k, 0);
}
break;
default:
idle();
break;
}
}
return 0;
}
/*
* Here on an unrecoverable error.
*/
void
errorcatcher(code, name, id)
GR_ERROR code; /* error code */
GR_FUNC_NAME name; /* function name which failed */
GR_ID id; /* resource id */
{
GrClose();
fprintf(stderr, "DEMO ERROR: code %d, function %s, resource id %d\n",
code, name, id);
exit(1);
}

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/* spin.c */
/*
* Spinning box. This program is in the public domain.
*
* Brian Paul
*/
#include <math.h>
#include <stdio.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include "ui.h"
static GLfloat Xrot, Xstep;
static GLfloat Yrot, Ystep;
static GLfloat Zrot, Zstep;
static GLfloat Step = 5.0;
static GLfloat Scale = 1.0;
static GLuint Object;
static GLuint make_object( void )
{
GLuint list;
list = glGenLists( 1 );
glNewList( list, GL_COMPILE );
glBegin( GL_LINE_LOOP );
glColor3f( 1.0, 1.0, 1.0 );
glVertex3f( 1.0, 0.5, -0.4 );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 1.0, -0.5, -0.4 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( -1.0, -0.5, -0.4 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( -1.0, 0.5, -0.4 );
glEnd();
glColor3f( 1.0, 1.0, 1.0 );
glBegin( GL_LINE_LOOP );
glVertex3f( 1.0, 0.5, 0.4 );
glVertex3f( 1.0, -0.5, 0.4 );
glVertex3f( -1.0, -0.5, 0.4 );
glVertex3f( -1.0, 0.5, 0.4 );
glEnd();
glBegin( GL_LINES );
glVertex3f( 1.0, 0.5, -0.4 ); glVertex3f( 1.0, 0.5, 0.4 );
glVertex3f( 1.0, -0.5, -0.4 ); glVertex3f( 1.0, -0.5, 0.4 );
glVertex3f( -1.0, -0.5, -0.4 ); glVertex3f( -1.0, -0.5, 0.4 );
glVertex3f( -1.0, 0.5, -0.4 ); glVertex3f( -1.0, 0.5, 0.4 );
glEnd();
glEndList();
return list;
}
void reshape( int width, int height )
{
glViewport(0, 0, (GLint)width, (GLint)height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
glMatrixMode(GL_MODELVIEW);
}
GLenum key(int k, GLenum mask)
{
switch (k) {
case KEY_ESCAPE:
exit(0);
}
return GL_FALSE;
}
void draw( void )
{
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glTranslatef( 0.0, 0.0, -10.0 );
glScalef( Scale, Scale, Scale );
if (Xstep) {
glRotatef( Xrot, 1.0, 0.0, 0.0 );
}
else if (Ystep) {
glRotatef( Yrot, 0.0, 1.0, 0.0 );
}
else {
glRotatef( Zrot, 0.0, 0.0, 1.0 );
}
glCallList( Object );
glPopMatrix();
glFlush();
tkSwapBuffers();
}
void idle( void )
{
Xrot += Xstep;
Yrot += Ystep;
Zrot += Zstep;
if (Xrot>=360.0) {
Xrot = Xstep = 0.0;
Ystep = Step;
}
else if (Yrot>=360.0) {
Yrot = Ystep = 0.0;
Zstep = Step;
}
else if (Zrot>=360.0) {
Zrot = Zstep = 0.0;
Xstep = Step;
}
draw();
}
void init(void)
{
Object = make_object();
glCullFace( GL_BACK );
/* glEnable( GL_CULL_FACE );*/
glDisable( GL_DITHER );
glShadeModel( GL_FLAT );
/* glEnable( GL_DEPTH_TEST ); */
Xrot = Yrot = Zrot = 0.0;
Xstep = Step;
Ystep = Zstep = 0.0;
}
int main( int argc, char *argv[] )
{
return ui_loop(argc, argv, "spin");
}

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/*
* Example of using the 1.1 texture object functions.
* Also, this demo utilizes Mesa's fast texture map path.
*
* Brian Paul June 1996
*/
#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include "ui.h"
static GLuint TexObj[2];
static GLfloat Angle = 0.0f;
static int cnt=0,v=0;
void
draw(void)
{
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glColor3f(1.0, 1.0, 1.0);
/* draw first polygon */
glPushMatrix();
glTranslatef(-1.0, 0.0, 0.0);
glRotatef(Angle, 0.0, 0.0, 1.0);
glBindTexture(GL_TEXTURE_2D, TexObj[v]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0, 1.0);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
/* draw second polygon */
glPushMatrix();
glTranslatef(1.0, 0.0, 0.0);
glRotatef(Angle - 90.0, 0.0, 1.0, 0.0);
glBindTexture(GL_TEXTURE_2D, TexObj[1-v]);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0);
glVertex2f(-1.0, -1.0);
glTexCoord2f(1.0, 0.0);
glVertex2f(1.0, -1.0);
glTexCoord2f(1.0, 1.0);
glVertex2f(1.0, 1.0);
glTexCoord2f(0.0, 1.0);
glVertex2f(-1.0, 1.0);
glEnd();
glDisable(GL_TEXTURE_2D);
glPopMatrix();
tkSwapBuffers();
}
/* new window size or exposure */
void
reshape(int width, int height)
{
glViewport(0, 0, (GLint) width, (GLint) height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
/* glOrtho( -3.0, 3.0, -3.0, 3.0, -10.0, 10.0 ); */
glFrustum(-2.0, 2.0, -2.0, 2.0, 6.0, 20.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.0, 0.0, -8.0);
}
void bind_texture(int texobj,int image)
{
static int width = 8, height = 8;
static int color[2][3]={
{255,0,0},
{0,255,0},
};
GLubyte tex[64][3];
static GLubyte texchar[2][8*8] = {
{
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 0, 1, 0, 0, 0,
0, 0, 0, 1, 1, 1, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0},
{
0, 0, 0, 0, 0, 0, 0, 0,
0, 0, 0, 2, 2, 0, 0, 0,
0, 0, 2, 0, 0, 2, 0, 0,
0, 0, 0, 0, 0, 2, 0, 0,
0, 0, 0, 0, 2, 0, 0, 0,
0, 0, 0, 2, 0, 0, 0, 0,
0, 0, 2, 2, 2, 2, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0}};
int i,j;
glBindTexture(GL_TEXTURE_2D, texobj);
/* red on white */
for (i = 0; i < height; i++) {
for (j = 0; j < width; j++) {
int p = i * width + j;
if (texchar[image][(height - i - 1) * width + j]) {
tex[p][0] = color[image][0];
tex[p][1] = color[image][1];
tex[p][2] = color[image][2];
} else {
tex[p][0] = 255;
tex[p][1] = 255;
tex[p][2] = 255;
}
}
}
glTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, tex);
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);
/* end of texture object */
}
void
init(void)
{
glEnable(GL_DEPTH_TEST);
/* Setup texturing */
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
/* generate texture object IDs */
glGenTextures(2, TexObj);
bind_texture(TexObj[0],0);
bind_texture(TexObj[1],1);
}
void
idle(void)
{
Angle += 2.0;
if (++cnt==5) {
cnt=0;
v=!v;
}
draw();
}
/* change view angle, exit upon ESC */
GLenum key(int k, GLenum mask)
{
switch (k) {
case 'q':
case KEY_ESCAPE:
exit(0);
}
return GL_FALSE;
}
int main(int argc, char **argv)
{
return ui_loop(argc, argv, "texobj");
}

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/*
* tk like ui
*/
void draw( void );
void idle( void );
GLenum key(int k, GLenum mask);
void reshape( int width, int height );
void init( void );
int ui_loop(int argc, char **argv, const char *name);
void tkSwapBuffers(void);
#define KEY_UP 0xe000
#define KEY_DOWN 0xe001
#define KEY_LEFT 0xe002
#define KEY_RIGHT 0xe003
#define KEY_ESCAPE 0xe004

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#include <math.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/keysym.h>
#include <GL/glx.h>
#include <GL/gl.h>
#include "ui.h"
#ifndef M_PI
# define M_PI 3.14159265
#endif
static int attributeList[] = { GLX_RGBA, GLX_DOUBLEBUFFER, None };
static Bool WaitForNotify(Display *d, XEvent *e, char *arg)
{
return (e->type == MapNotify) && (e->xmap.window == (Window)arg);
}
Display *dpy;
Window win;
void tkSwapBuffers(void)
{
glXSwapBuffers(dpy,win);
}
int ui_loop(int argc, char **argv, const char *name)
{
XVisualInfo *vi;
Colormap cmap;
XSetWindowAttributes swa;
XSizeHints hint;
GLXContext cx;
XEvent event;
int k, width, height;
char buf[80];
XEvent xev;
KeySym keysym;
XComposeStatus status;
/* get a connection */
dpy = XOpenDisplay(NULL);
if (dpy == NULL) {
fprintf(stderr,"Could not open X display\n");
exit(1);
}
/* get an appropriate visual */
vi = glXChooseVisual(dpy, DefaultScreen(dpy), attributeList);
if (vi == NULL) {
fprintf(stderr, "No suitable visual for glx\n");
exit(1);
}
/* create a GLX context */
cx = glXCreateContext(dpy, vi, 0, GL_TRUE);
/* create a color map */
cmap = XCreateColormap(dpy, RootWindow(dpy, vi->screen),
vi->visual, AllocNone);
/* create a window */
width = 400;
height = 300;
hint.x = 0;
hint.y = 0;
hint.width = width;
hint.height = height;
hint.flags = PPosition | PSize;
swa.colormap = cmap;
swa.border_pixel = 0;
swa.event_mask = StructureNotifyMask;
win = XCreateWindow(dpy, RootWindow(dpy, vi->screen), 0, 0, width, height,
0, vi->depth, InputOutput, vi->visual,
CWBorderPixel|CWColormap|CWEventMask, &swa);
XSetStandardProperties (dpy, win, name, name, None, NULL, 0, &hint);
XMapWindow(dpy, win);
XIfEvent(dpy, &event, WaitForNotify, (char*)win);
XSelectInput(dpy, win, KeyPressMask | StructureNotifyMask | ExposureMask);
/* connect the context to the window */
glXMakeCurrent(dpy, win, cx);
init();
reshape(width, height);
while (1) {
if (XPending(dpy) > 0) {
XNextEvent(dpy,&xev);
switch(xev.type) {
case KeyPress:
XLookupString((XKeyEvent *)&xev,buf,80,&keysym,&status);
switch(keysym) {
case XK_Up:
k = KEY_UP;
break;
case XK_Down:
k = KEY_DOWN;
break;
case XK_Left:
k = KEY_LEFT;
break;
case XK_Right:
k = KEY_RIGHT;
break;
case XK_Escape:
k = KEY_ESCAPE;
break;
default:
k = keysym;
}
key(k, 0);
break;
case ConfigureNotify:
{
int width,height;
width = xev.xconfigure.width;
height = xev.xconfigure.height;
glXWaitX();
reshape(width, height);
}
break;
}
} else {
idle();
}
}
return 0;
}

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/*
* 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);
#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) {};
*/
/* non compatible functions */
void glDebug(int mode);
void glInit(void *zbuffer);
void glClose(void);
#ifdef __cplusplus
}
#endif
#endif

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#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

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#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

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#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_ */

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#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_

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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)
$(LIB): $(OBJS)
rm -f $(LIB)
ar rcs $(LIB) $(OBJS)
cp $(LIB) ../lib
clean:
rm -f *~ *.o *.a
.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

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#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];
gl_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];
gl_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];
gl_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];
gl_assert(face == GL_BACK ||
face == GL_FRONT ||
face == GL_FRONT_AND_BACK);
gl_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 xnear,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=xnear;
p[6].f=farv;
gl_add_op(p);
}
/* lightening */
void glMaterialfv(int mode,int type,float *v)
{
GLParam p[7];
int i,n;
gl_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];
int i;
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;
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;
gl_add_op(p);
}
/* 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;
}

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#include "zgl.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:
gl_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:
gl_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];
gl_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];
gl_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];
gl_assert(type == GL_FLOAT);
p[0].op = OP_NormalPointer;
p[1].i = stride;
p[2].p = (void*)pointer;
gl_add_op(p);
}
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];
gl_assert(type == GL_FLOAT);
p[0].op = OP_TexCoordPointer;
p[1].i = size;
p[2].i = stride;
p[3].p = (void*)pointer;
gl_add_op(p);
}

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#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);
}

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#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 */
v->zp.r = c->longcurrent_color[0];
v->zp.g = c->longcurrent_color[1];
v->zp.b = c->longcurrent_color[2];
}
/* 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 ((unsigned int)z2<min) min=z2;
if ((unsigned int)z3<min) min=z3;
if ((unsigned int)z2>max) max=z2;
if ((unsigned int)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 line_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)) {
line_interpolate(&q1,p1,p2,tmin);
line_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;
} 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];
}
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) {
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)
{
#ifdef PROFILE
{
int norm;
gl_assert(p0->zp.x >= 0 && p0->zp.x < c->zb->xsize);
gl_assert(p0->zp.y >= 0 && p0->zp.y < c->zb->ysize);
gl_assert(p1->zp.x >= 0 && p1->zp.x < c->zb->xsize);
gl_assert(p1->zp.y >= 0 && p1->zp.y < c->zb->ysize);
gl_assert(p2->zp.x >= 0 && p2->zp.x < c->zb->xsize);
gl_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);
}

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#include <stdarg.h>
#include <assert.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);
}
void gl_assert(int test)
{
assert(test);
}

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#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:
#ifndef NO_CLIBRARY
fprintf(stderr,"warning: unknown pname in glGetFloatv()\n");
#endif
break;
}
}

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/* simple glx driver for TinyGL */
#include <GL/glx.h>
#include <sys/ipc.h>
#include <sys/shm.h>
#include <X11/extensions/XShm.h>
#include "zgl.h"
typedef struct {
GLContext *gl_context;
Display *display;
XVisualInfo visual_info;
int xsize,ysize;
XImage *ximage;
GC gc;
Colormap cmap;
Drawable drawable;
int do_convert; /* true if must do convertion to X11 format */
/* shared memory */
int shm_use;
XShmSegmentInfo *shm_info;
int CompletionType;
} TinyGLXContext;
Bool glXQueryExtension( Display *dpy, int *errorb, int *event )
{
return True;
}
XVisualInfo* glXChooseVisual( Display *dpy, int screen,
int *attribList )
{
XVisualInfo vinfo;
int n;
/* the attribList is ignored : we consider only RGBA rendering (no
direct color) */
if (XMatchVisualInfo (dpy, screen, 16, TrueColor, &vinfo)) {
/* 16 bit visual (fastest with TinyGL) */
} else if (XMatchVisualInfo (dpy, screen, 24, TrueColor, &vinfo)) {
/* 24 bit visual */
} else if (XMatchVisualInfo (dpy, screen, 32, TrueColor, &vinfo)) {
/* 32 bit visual */
} else if (XMatchVisualInfo (dpy, screen, 8, PseudoColor, &vinfo)) {
/* 8 bit visual */
} else {
/* no suitable visual */
return NULL;
}
return XGetVisualInfo(dpy,VisualAllMask,&vinfo,&n);
}
GLXContext glXCreateContext( Display *dpy, XVisualInfo *vis,
GLXContext shareList, Bool direct )
{
TinyGLXContext *ctx;
if (shareList != NULL) {
gl_fatal_error("No sharing available in TinyGL");
}
ctx=gl_malloc(sizeof(TinyGLXContext));
ctx->gl_context=NULL;
ctx->visual_info=*vis;
return (GLXContext) ctx;
}
void glXDestroyContext( Display *dpy, GLXContext ctx1 )
{
TinyGLXContext *ctx = (TinyGLXContext *) ctx1;
if (ctx->gl_context != NULL) {
glClose();
}
gl_free(ctx);
}
static int glxXErrorFlag=0;
static int glxHandleXError(Display *dpy,XErrorEvent *event)
{
glxXErrorFlag=1;
return 0;
}
static int bits_per_pixel(Display *dpy, XVisualInfo *visinfo)
{
XImage *img;
int bpp;
char *data;
data = gl_malloc(8);
if (data == NULL)
return visinfo->depth;
img = XCreateImage(dpy, visinfo->visual, visinfo->depth,
ZPixmap, 0, data, 1, 1, 32, 0);
if (img == NULL) {
gl_free(data);
return visinfo->depth;
}
bpp = img->bits_per_pixel;
gl_free(data);
img->data = NULL;
XDestroyImage(img);
return bpp;
}
static int create_ximage(TinyGLXContext *ctx,
int xsize,int ysize,int depth)
{
int major,minor;
Bool pixmaps;
unsigned char *framebuffer;
int (*old_handler)(Display *,XErrorEvent *);
if (XShmQueryVersion(ctx->display,&major,&minor,&pixmaps))
ctx->shm_use=1;
else
ctx->shm_use=0;
if (!ctx->shm_use) goto no_shm;
ctx->shm_info=gl_malloc(sizeof(XShmSegmentInfo));
ctx->ximage=XShmCreateImage(ctx->display,None,depth,ZPixmap,NULL,
ctx->shm_info,xsize,ysize);
if (ctx->ximage == NULL) {
fprintf(stderr,"XShm: error: XShmCreateImage\n");
ctx->shm_use=0;
gl_free(ctx->shm_info);
goto no_shm;
}
ctx->shm_info->shmid=shmget(IPC_PRIVATE,
ctx->ysize*ctx->ximage->bytes_per_line,
IPC_CREAT | 0777);
if (ctx->shm_info->shmid < 0) {
fprintf(stderr,"XShm: error: shmget\n");
no_shm1:
ctx->shm_use=0;
XDestroyImage(ctx->ximage);
goto no_shm;
}
ctx->ximage->data=shmat(ctx->shm_info->shmid,0,0);
if (ctx->ximage->data == (char *) -1) {
fprintf(stderr,"XShm: error: shmat\n");
no_shm2:
shmctl(ctx->shm_info->shmid,IPC_RMID,0);
goto no_shm1;
}
ctx->shm_info->shmaddr=ctx->ximage->data;
ctx->shm_info->readOnly=False;
/* attach & test X errors */
glxXErrorFlag=0;
old_handler=XSetErrorHandler(glxHandleXError);
XShmAttach(ctx->display,ctx->shm_info);
XSync(ctx->display, False);
if (glxXErrorFlag) {
XFlush(ctx->display);
shmdt(ctx->shm_info->shmaddr);
XSetErrorHandler(old_handler);
goto no_shm2;
}
/* the shared memory will be automatically deleted */
shmctl(ctx->shm_info->shmid,IPC_RMID,0);
/* test with a dummy XShmPutImage */
XShmPutImage(ctx->display,ctx->drawable,ctx->gc,
ctx->ximage,0,0,0,0,1,1,
False);
XSync(ctx->display, False);
XSetErrorHandler(old_handler);
if (glxXErrorFlag) {
fprintf(stderr,"XShm: error: XShmPutImage\n");
XFlush(ctx->display);
shmdt(ctx->shm_info->shmaddr);
goto no_shm2;
}
ctx->CompletionType=XShmGetEventBase(ctx->display) + ShmCompletion;
/* shared memory is OK !! */
return 0;
no_shm:
ctx->ximage=XCreateImage(ctx->display, None, depth, ZPixmap, 0,
NULL,xsize,ysize, 8, 0);
framebuffer=gl_malloc(ysize * ctx->ximage->bytes_per_line);
ctx->ximage->data = framebuffer;
return 0;
}
static void free_ximage(TinyGLXContext *ctx)
{
if (ctx->shm_use)
{
XShmDetach(ctx->display, ctx->shm_info);
XDestroyImage(ctx->ximage);
shmdt(ctx->shm_info->shmaddr);
gl_free(ctx->shm_info);
} else {
gl_free(ctx->ximage->data);
XDestroyImage(ctx->ximage);
}
}
/* resize the glx viewport : we try to use the xsize and ysize
given. We return the effective size which is guaranted to be smaller */
int glX_resize_viewport(GLContext *c,int *xsize_ptr,int *ysize_ptr)
{
TinyGLXContext *ctx;
int xsize,ysize;
ctx=(TinyGLXContext *)c->opaque;
xsize=*xsize_ptr;
ysize=*ysize_ptr;
/* we ensure that xsize and ysize are multiples of 2 for the zbuffer.
TODO: find a better solution */
xsize&=~3;
ysize&=~3;
if (xsize == 0 || ysize == 0) return -1;
*xsize_ptr=xsize;
*ysize_ptr=ysize;
if (ctx->ximage != NULL) free_ximage(ctx);
ctx->xsize=xsize;
ctx->ysize=ysize;
if (create_ximage(ctx,ctx->xsize,ctx->ysize,ctx->visual_info.depth) != 0)
return -1;
/* resize the Z buffer */
if (ctx->do_convert) {
ZB_resize(c->zb,NULL,xsize,ysize);
} else {
ZB_resize(c->zb,ctx->ximage->data,xsize,ysize);
}
return 0;
}
/* we assume here that drawable is a window */
Bool glXMakeCurrent( Display *dpy, GLXDrawable drawable,
GLXContext ctx1)
{
TinyGLXContext *ctx = (TinyGLXContext *) ctx1;
XWindowAttributes attr;
int i,xsize,ysize;
unsigned int palette[ZB_NB_COLORS];
unsigned char color_indexes[ZB_NB_COLORS];
ZBuffer *zb;
XColor xcolor;
unsigned long pixel[ZB_NB_COLORS],tmp_plane;
if (ctx->gl_context == NULL) {
/* create the TinyGL context */
ctx->display=dpy;
ctx->drawable=drawable;
XGetWindowAttributes(ctx->display,drawable,&attr);
xsize=attr.width;
ysize=attr.height;
if (attr.depth != ctx->visual_info.depth) return False;
/* ximage structure */
ctx->ximage=NULL;
ctx->shm_use=1; /* use shm */
if (attr.depth == 8) {
/* get the colormap from the window */
ctx->cmap = attr.colormap;
if ( XAllocColorCells(ctx->display,ctx->cmap,True,&tmp_plane,0,
pixel,ZB_NB_COLORS) == 0) {
/* private cmap */
ctx->cmap = XCreateColormap(ctx->display, drawable,
ctx->visual_info.visual, AllocAll);
XSetWindowColormap(ctx->display, drawable, ctx->cmap);
for(i=0;i<ZB_NB_COLORS;i++) pixel[i]=i;
}
for(i=0;i<ZB_NB_COLORS;i++) color_indexes[i]=pixel[i];
/* Open the Z Buffer - 256 colors */
zb=ZB_open(xsize,ysize,ZB_MODE_INDEX,ZB_NB_COLORS,
color_indexes,palette,NULL);
if (zb == NULL) {
fprintf(stderr, "Error while initializing Z buffer\n");
exit(1);
}
for (i=0; i<ZB_NB_COLORS; i++) {
xcolor.flags = DoRed | DoGreen | DoBlue;
xcolor.red = (palette[i]>>8) & 0xFF00;
xcolor.green = (palette[i] & 0xFF00);
xcolor.blue = (palette[i] << 8) & 0xFF00;
xcolor.pixel = pixel[i];
XStoreColor(ctx->display,ctx->cmap,&xcolor);
}
ctx->do_convert = 1;
} else {
int mode,bpp;
/* RGB 16/24/32 */
bpp = bits_per_pixel(ctx->display,&ctx->visual_info);
switch(bpp) {
case 24:
mode = ZB_MODE_RGB24;
ctx->do_convert = (TGL_FEATURE_RENDER_BITS != 16);
break;
case 32:
mode = ZB_MODE_RGBA;
ctx->do_convert = (TGL_FEATURE_RENDER_BITS != 16);
break;
default:
mode = ZB_MODE_5R6G5B;
ctx->do_convert = (TGL_FEATURE_RENDER_BITS != 16);
break;
}
zb=ZB_open(xsize,ysize,mode,0,NULL,NULL,NULL);
if (zb == NULL) {
fprintf(stderr, "Error while initializing Z buffer\n");
exit(1);
}
}
/* create a gc */
ctx->gc = XCreateGC(ctx->display, drawable, 0, 0);
/* initialisation of the TinyGL interpreter */
glInit(zb);
ctx->gl_context=gl_get_context();
ctx->gl_context->opaque=(void *) ctx;
ctx->gl_context->gl_resize_viewport=glX_resize_viewport;
/* set the viewport : we force a call to glX_resize_viewport */
ctx->gl_context->viewport.xsize=-1;
ctx->gl_context->viewport.ysize=-1;
glViewport(0, 0, xsize, ysize);
}
return True;
}
static Bool WaitForShmCompletion(Display *dpy, XEvent *event, char *arg)
{
TinyGLXContext *ctx=(TinyGLXContext *) arg;
return (event->type == ctx->CompletionType) &&
( ((XShmCompletionEvent *)event)->drawable == (Window)ctx->drawable);
}
void glXSwapBuffers( Display *dpy, GLXDrawable drawable )
{
GLContext *gl_context;
TinyGLXContext *ctx;
/* retrieve the current GLXContext */
gl_context=gl_get_context();
ctx=(TinyGLXContext *)gl_context->opaque;
/* for non 16 bits visuals, a conversion is required */
if (ctx->do_convert) {
ZB_copyFrameBuffer(ctx->gl_context->zb,
ctx->ximage->data,
ctx->ximage->bytes_per_line);
}
/* draw the ximage */
if (ctx->shm_use) {
XEvent event;
XShmPutImage(dpy,drawable,ctx->gc,
ctx->ximage,0,0,0,0,ctx->ximage->width, ctx->ximage->height,
True);
XIfEvent(dpy, &event, WaitForShmCompletion, (char*)ctx);
} else {
XPutImage(dpy, drawable, ctx->gc,
ctx->ximage, 0, 0, 0, 0, ctx->ximage->width, ctx->ximage->height);
}
XFlush(dpy);
}
void glXWaitGL( void )
{
}
void glXWaitX( void )
{
}

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#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[0])<<16) |
(((unsigned int)p[1])<<8) |
(((unsigned int)p[2]));
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;
}
}

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#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;
/* 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);
}

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#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:
gl_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;
gl_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];
gl_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:
gl_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);
//gl_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;
}
}
/* 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 (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];
}
}
R+=att * lR;
G+=att * lG;
B+=att * lB;
}
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;
}

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#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);
gl_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;
}
#ifndef NO_STDIO
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");
}
#endif
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);
}
#ifndef NO_CLIBRARY
if (c->print_flag) {
gl_print_op(stderr,p);
}
#endif
}
/* this opcode is never called directly */
void glopEndList(GLContext *c,GLParam *p)
{
(void) c;
(void) p;
gl_assert(0);
}
/* this opcode is never called directly */
void glopNextBuffer(GLContext *c,GLParam *p)
{
(void) c;
(void) p;
gl_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();
gl_assert(mode == GL_COMPILE || mode == GL_COMPILE_AND_EXECUTE);
gl_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];
gl_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;
}

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#include "zgl.h"
void gl_print_matrix( const float *m)
{
#ifndef NO_CLIBRARY
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] );
}
#else
(void) m;
#endif
}
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:
gl_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)
{
(void)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;
(void)p;
gl_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;
(void)p;
gl_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 xnear=p[5].f;
float farp=p[6].f;
float x,y,A,B,C,D;
x = (2.0*xnear) / (right-left);
y = (2.0*xnear) / (top-bottom);
A = (right+left) / (right-left);
B = (top+bottom) / (top-bottom);
C = -(farp+xnear) / ( farp-xnear);
D = -(2.0*farp*xnear) / (farp-xnear);
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);
}

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/*
* 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);
}

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#include "zgl.h"
#include "msghandling.h"
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_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:
gl_assert(0);
}
}
void glopHint(GLContext *c,GLParam *p)
{
(void)c;
(void)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;
}

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#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 */
}

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#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_ */

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/* simple glx like driver for TinyGL and Nano X */
#include <GL/gl.h>
#include <GL/nglx.h>
#include <microwin/nano-X.h>
#include "zgl.h"
typedef struct {
GLContext *gl_context;
int xsize,ysize;
GR_DRAW_ID drawable;
GR_GC_ID gc;
int pixtype; /* pixel type in TinyGL */
} TinyNGLXContext;
NGLXContext nglXCreateContext(NGLXContext shareList, int flags)
{
TinyNGLXContext *ctx;
if (shareList != NULL) {
gl_fatal_error("No sharing available in TinyGL");
}
ctx=gl_malloc(sizeof(TinyNGLXContext));
if (!ctx)
return NULL;
ctx->gl_context=NULL;
return (NGLXContext) ctx;
}
void glXDestroyContext( NGLXContext ctx1 )
{
TinyNGLXContext *ctx = (TinyNGLXContext *) ctx1;
if (ctx->gl_context != NULL) {
glClose();
}
gl_free(ctx);
}
/* resize the glx viewport : we try to use the xsize and ysize
given. We return the effective size which is guaranted to be smaller */
static int glX_resize_viewport(GLContext *c,int *xsize_ptr,int *ysize_ptr)
{
TinyNGLXContext *ctx;
int xsize,ysize;
ctx=(TinyNGLXContext *)c->opaque;
xsize=*xsize_ptr;
ysize=*ysize_ptr;
/* we ensure that xsize and ysize are multiples of 2 for the zbuffer.
TODO: find a better solution */
xsize&=~3;
ysize&=~3;
if (xsize == 0 || ysize == 0) return -1;
*xsize_ptr=xsize;
*ysize_ptr=ysize;
ctx->xsize=xsize;
ctx->ysize=ysize;
/* resize the Z buffer */
ZB_resize(c->zb,NULL,xsize,ysize);
return 0;
}
/* we assume here that drawable is a window */
int nglXMakeCurrent( NGLXDrawable drawable,
NGLXContext ctx1)
{
TinyNGLXContext *ctx = (TinyNGLXContext *) ctx1;
int mode, xsize, ysize;
ZBuffer *zb;
GR_WINDOW_INFO win_info;
if (ctx->gl_context == NULL) {
/* create the TinyGL context */
GrGetWindowInfo(drawable, &win_info);
xsize = win_info.width;
ysize = win_info.height;
/* currently, we only support 16 bit rendering */
mode = ZB_MODE_5R6G5B;
zb=ZB_open(xsize,ysize,mode,0,NULL,NULL,NULL);
if (zb == NULL) {
fprintf(stderr, "Error while initializing Z buffer\n");
exit(1);
}
ctx->pixtype = MWPF_TRUECOLOR565;
/* create a gc */
ctx->gc = GrNewGC();
/* initialisation of the TinyGL interpreter */
glInit(zb);
ctx->gl_context=gl_get_context();
ctx->gl_context->opaque=(void *) ctx;
ctx->gl_context->gl_resize_viewport=glX_resize_viewport;
/* set the viewport : we force a call to glX_resize_viewport */
ctx->gl_context->viewport.xsize=-1;
ctx->gl_context->viewport.ysize=-1;
glViewport(0, 0, xsize, ysize);
}
return 1;
}
void nglXSwapBuffers( NGLXDrawable drawable )
{
GLContext *gl_context;
TinyNGLXContext *ctx;
/* retrieve the current NGLXContext */
gl_context=gl_get_context();
ctx=(TinyNGLXContext *)gl_context->opaque;
GrArea(drawable, ctx->gc, 0, 0, ctx->xsize,
ctx->ysize, ctx->gl_context->zb->pbuf, ctx->pixtype);
}

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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

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#include <GL/oscontext.h>
#include "zbuffer.h"
#include "zgl.h"
#include <GL/gl.h>
#include <stdlib.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;
gl_assert(depth == 16); /* support for other depths must include bpp
convertion */
gl_assert(numbuffers >= 1);
context = gl_malloc(sizeof(ostgl_context));
gl_assert(context);
context->zbs = gl_malloc(sizeof(void*)*numbuffers);
context->framebuffers = gl_malloc(sizeof(void*)*numbuffers);
gl_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();
gl_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);
}
}

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#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:
gl_assert(0);
}
switch(mode) {
case GL_RENDER:
c->render_mode=GL_RENDER;
break;
case GL_SELECT:
c->render_mode=GL_SELECT;
gl_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:
gl_assert(0);
}
return result;
}
void glSelectBuffer(int size,unsigned int *buf)
{
GLContext *c=gl_get_context();
gl_assert(c->render_mode != GL_SELECT);
c->select_buffer=buf;
c->select_size=size;
}
void glopInitNames(GLContext *c,GLParam *p)
{
(void)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) {
gl_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)
{
(void)p;
if (c->render_mode == GL_SELECT) {
gl_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) {
gl_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;
}
}
}

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#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;
}

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#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_ */

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/*
* 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;
}
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;
gl_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: combinaison 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;
(void)c;
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;
(void)c;
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;
(void)c;
if (pname != GL_UNPACK_ALIGNMENT ||
param != 1) {
gl_fatal_error("glPixelStore: unsupported option");
}
}

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#include "zgl.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;
gl_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;
gl_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)
{
(void) param;
gl_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;
}

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/*
* Z buffer: 16 bits Z / 16 bits color
*
*/
#include <stdlib.h>
#include <stdio.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, n;
q = zb->pbuf;
p1 = buf;
n = zb->xsize * PSZB;
for (y = 0; y < zb->ysize; y++) {
memcpy(p1, q, n);
p1 += linesize;
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;
for (y = 0; y < zb->ysize; y++) {
p = p1;
n = zb->xsize >> 2;
do {
v = *(unsigned int *) q;
#if BYTE_ORDER == BIG_ENDIAN
RGB16_TO_RGB32(w1, w0, v);
#else
RGB16_TO_RGB32(w0, w1, v);
#endif
p[0] = w0;
p[1] = w1;
v = *(unsigned int *) (q + 2);
#if BYTE_ORDER == BIG_ENDIAN
RGB16_TO_RGB32(w1, w0, v);
#else
RGB16_TO_RGB32(w0, w1, v);
#endif
p[2] = w0;
p[3] = w1;
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);
p1 = (unsigned int *)(((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:
gl_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:
gl_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:
gl_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);
memset_s(pp, color, zb->xsize);
#elif TGL_FEATURE_RENDER_BITS == 32
color = RGB_TO_PIXEL(r, g, b);
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);
}
}
}

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#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) \
((((r) >> 1) & 0x7c00) | (((g) >> 6) & 0x03e0) | ((b) >> 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) \
((((r) << 8) & 0xff0000) | ((g) & 0xff00) | ((b) >> 8))
typedef unsigned char PIXEL;
#define PSZB 3
#define PSZSH 5
#elif TGL_FEATURE_RENDER_BITS == 32
#define RGB_TO_PIXEL(r,g,b) \
((((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;
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_ */

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/*
* 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)) {
gl_fatal_error("zdither: not enough colors\n");
}
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

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#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
/*
* 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 */
#define TGL_FEATURE_16_BITS 1
#define TGL_FEATURE_8_BITS 1
#define TGL_FEATURE_24_BITS 1
#define TGL_FEATURE_32_BITS 1
//#define TGL_FEATURE_RENDER_BITS 15
#define TGL_FEATURE_RENDER_BITS 16
//#define TGL_FEATURE_RENDER_BITS 24
//#define TGL_FEATURE_RENDER_BITS 32
#endif /* _tgl_features_h_ */

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#ifndef _tgl_zgl_h_
#define _tgl_zgl_h_
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <GL/gl.h>
#include "zbuffer.h"
#include "zmath.h"
#include "zfeatures.h"
#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, ...);
void gl_assert(int test);
/* 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_ */

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#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);
}
}

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{
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
#undef RGB
#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

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/* 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;
/* identitée 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;
}

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#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__

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#include <stdlib.h>
#include "zbuffer.h"
#define ZCMP(z,zpix) ((z) >= (zpix))
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])) { \
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])) { \
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])) { \
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); \
PUT_PIXEL(1); \
PUT_PIXEL(2); \
PUT_PIXEL(3); \
pz+=4; \
pp+=4; \
n-=4; \
} \
while (n>=0) { \
PUT_PIXEL(0); \
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])) { \
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"
}
void ZB_setTexture(ZBuffer *zb,PIXEL *texture)
{
zb->current_texture=texture;
}
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])) { \
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])) { \
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])) { \
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])) { \
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); \
PUT_PIXEL(1); \
PUT_PIXEL(2); \
PUT_PIXEL(3); \
PUT_PIXEL(4); \
PUT_PIXEL(5); \
PUT_PIXEL(6); \
PUT_PIXEL(7); \
pz+=NB_INTERP; \
pp=(PIXEL *)((char *)pp + 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); \
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])) { \
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

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/*
* 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;
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);
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;
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);
PUT_PIXEL(1);
PUT_PIXEL(2);
PUT_PIXEL(3);
#ifdef INTERP_Z
pz+=4;
#endif
pp=(PIXEL *)((char *)pp + 4 * PSZB);
n-=4;
}
while (n>=0) {
PUT_PIXEL(0);
#ifdef INTERP_Z
pz+=1;
#endif
pp=(PIXEL *)((char *)pp + PSZB);
n-=1;
}
}
#else
DRAW_LINE();
#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);
pz1+=zb->xsize;
}
}
}
#undef INTERP_Z
#undef INTERP_RGB
#undef INTERP_ST
#undef INTERP_STZ
#undef DRAW_INIT
#undef DRAW_LINE
#undef PUT_PIXEL

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@ -0,0 +1,3 @@
DEMODIR = $(GFXLIB)/demos/modules/gwin/gl3d
GFXINC += $(DEMODIR)
GFXSRC += $(DEMODIR)/main.c

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@ -0,0 +1,51 @@
/*
* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef _GFXCONF_H
#define _GFXCONF_H
/* The operating system to use. One of these must be defined - preferably in your Makefile */
//#define GFX_USE_OS_CHIBIOS FALSE
//#define GFX_USE_OS_WIN32 FALSE
//#define GFX_USE_OS_LINUX FALSE
//#define GFX_USE_OS_OSX FALSE
/* GFX sub-systems to turn on */
#define GFX_USE_GDISP TRUE
#define GFX_USE_GWIN TRUE
/* Features for the GDISP sub-system. */
#define GDISP_NEED_VALIDATION TRUE
#define GDISP_NEED_CLIP TRUE
/* Features for the GWIN subsystem. */
#define GWIN_NEED_GL3D TRUE
#endif /* _GFXCONF_H */

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@ -0,0 +1,179 @@
/*
* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "gfx.h"
/* The handles for our two Windows */
GHandle gh;
static GLfloat Xrot, Xstep;
static GLfloat Yrot, Ystep;
static GLfloat Zrot, Zstep;
static GLfloat Step = 5.0;
static GLfloat Scale = 1.0;
static GLuint Object;
static GLuint make_object( void )
{
GLuint list;
list = glGenLists( 1 );
glNewList( list, GL_COMPILE );
glBegin( GL_LINE_LOOP );
glColor3f( 1.0, 1.0, 1.0 );
glVertex3f( 1.0, 0.5, -0.4 );
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 1.0, -0.5, -0.4 );
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( -1.0, -0.5, -0.4 );
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( -1.0, 0.5, -0.4 );
glEnd();
glColor3f( 1.0, 1.0, 1.0 );
glBegin( GL_LINE_LOOP );
glVertex3f( 1.0, 0.5, 0.4 );
glVertex3f( 1.0, -0.5, 0.4 );
glVertex3f( -1.0, -0.5, 0.4 );
glVertex3f( -1.0, 0.5, 0.4 );
glEnd();
glBegin( GL_LINES );
glVertex3f( 1.0, 0.5, -0.4 ); glVertex3f( 1.0, 0.5, 0.4 );
glVertex3f( 1.0, -0.5, -0.4 ); glVertex3f( 1.0, -0.5, 0.4 );
glVertex3f( -1.0, -0.5, -0.4 ); glVertex3f( -1.0, -0.5, 0.4 );
glVertex3f( -1.0, 0.5, -0.4 ); glVertex3f( -1.0, 0.5, 0.4 );
glEnd();
glEndList();
return list;
}
static void draw( void )
{
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
glTranslatef( 0.0, 0.0, -10.0 );
glScalef( Scale, Scale, Scale );
if (Xstep) {
glRotatef( Xrot, 1.0, 0.0, 0.0 );
}
else if (Ystep) {
glRotatef( Yrot, 0.0, 1.0, 0.0 );
}
else {
glRotatef( Zrot, 0.0, 0.0, 1.0 );
}
glCallList( Object );
glPopMatrix();
glFlush();
gwinRedraw(gh);
}
static void idle( void )
{
Xrot += Xstep;
Yrot += Ystep;
Zrot += Zstep;
if (Xrot>=360.0) {
Xrot = Xstep = 0.0;
Ystep = Step;
}
else if (Yrot>=360.0) {
Yrot = Ystep = 0.0;
Zstep = Step;
}
else if (Zrot>=360.0) {
Zrot = Zstep = 0.0;
Xstep = Step;
}
draw();
}
int main(void) {
/* Initialize and clear the display */
gfxInit();
gdispClear(White);
/* Create the 3D window */
{
GWindowInit wi;
gwinClearInit(&wi);
wi.show = TRUE; wi.x = 20; wi.y = 10; wi.width = 200; wi.height = 150;
gh = gwinGL3DCreate(0, &wi);
}
/* Set fore- and background colors */
gwinSetColor(gh, White);
gwinSetBgColor(gh, Blue);
/* Clear the window */
gwinClear(gh);
/* Init the 3D stuff */
glViewport(0, 0, (GLint)gwinGetWidth(gh), (GLint)gwinGetHeight(gh));
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glFrustum( -1.0, 1.0, -1.0, 1.0, 5.0, 15.0 );
glMatrixMode(GL_MODELVIEW);
Object = make_object();
glCullFace( GL_BACK );
// glEnable( GL_CULL_FACE );
glDisable( GL_DITHER );
glShadeModel( GL_FLAT );
// glEnable( GL_DEPTH_TEST );
Xrot = Yrot = Zrot = 0.0;
Xstep = Step;
Ystep = Zstep = 0.0;
while(TRUE) {
// rate control
gfxSleepMilliseconds(10);
// move and redraw
idle();
}
}

View File

@ -153,6 +153,7 @@
// #define GWIN_CONSOLE_USE_BASESTREAM FALSE
// #define GWIN_CONSOLE_USE_FLOAT FALSE
//#define GWIN_NEED_GRAPH FALSE
//#define GWIN_NEED_GL3D FALSE
//#define GWIN_NEED_WIDGET FALSE
// #define GWIN_NEED_LABEL FALSE

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@ -0,0 +1,171 @@
/*
* This file is subject to the terms of the GFX License. If a copy of
* the license was not distributed with this file, you can obtain one at:
*
* http://ugfx.org/license.html
*/
/**
* @file src/gwin/gwin_gl3d.c
* @brief GWIN sub-system button code
*/
#include "gfx.h"
#if GFX_USE_GWIN && GWIN_NEED_GL3D
#if GDISP_PIXELFORMAT != GDISP_PIXELFORMAT_RGB565
#error "GWIN: GL3D only support GDISP_PIXELFORMAT_RGB565 color format (TinyGL limitation)"
#endif
#include "src/gwin/class_gwin.h"
#include "3rdparty/tinygl-0.4-ugfx/src/zgl.h"
// Forward definitions
static void gl3dDestroy(GWindowObject *gh);
static void gl3dRedraw(GWindowObject *gh);
static int gl3dResizeGLViewport(GLContext *c, int *xsize_ptr, int *ysize_ptr);
static const gwinVMT gl3dVMT = {
"GL3D", // The classname
sizeof(GGL3DObject), // The object size
gl3dDestroy, // The destroy routine
gl3dRedraw, // The redraw routine
0, // The after-clear routine
};
static bool_t haveGLwindow = FALSE;
GHandle gwinGGL3DCreate(GDisplay *g, GGL3DObject *gl, const GWindowInit *pInit) {
ZBuffer * zb;
GLContext * glcxt;
// Only one GL3D window allowed at a time (TinyGL limitation)
if (haveGLwindow)
return 0;
if (!(gl = (GGL3DObject *)_gwindowCreate(g, &gl->g, pInit, &gl3dVMT, 0)))
return 0;
// Must be a multiple of 4 bytes
gl->g.width &= ~3;
gl->g.height &= ~3;
zb = ZB_open(gl->g.width, gl->g.height, ZB_MODE_5R6G5B, 0, NULL, NULL, NULL);
if (!zb) {
if ((gl->g.flags & GWIN_FLG_DYNAMIC))
gfxFree(gl);
return 0;
}
/* initialisation of the TinyGL interpreter */
glInit(zb);
gl->glcxt = glcxt = gl_get_context();
glcxt->opaque = gl;
glcxt->gl_resize_viewport = gl3dResizeGLViewport;
/* set the viewport : we force a call to the viewport resize routine */
glcxt->viewport.xsize=-1;
glcxt->viewport.ysize=-1;
glViewport(0, 0, gl->g.width, gl->g.height);
haveGLwindow = TRUE;
gwinSetVisible((GHandle)gl, pInit->show);
return (GHandle)gl;
}
static void gl3dDestroy(GWindowObject *gh) {
(void) gh;
glClose();
haveGLwindow = FALSE;
}
static void gl3dRedraw(GWindowObject *gh) {
ZBuffer * zb;
zb = ((GGL3DObject *)gh)->glcxt->zb;
gdispGBlitArea(gh->display, gh->x, gh->y, zb->xsize, zb->ysize, 0, 0, zb->linesize/sizeof(color_t), (const pixel_t *)zb->pbuf);
}
static int gl3dResizeGLViewport(GLContext *c, int *xsize_ptr, int *ysize_ptr) {
int cx, cy;
cx = *xsize_ptr;
cy = *ysize_ptr;
// We ensure that cx and cy are multiples of 4 for the zbuffer. TODO: find a better solution
cx &= ~3;
cy &= ~3;
if (cx <= 0 || cy <= 0)
return -1;
*xsize_ptr = cx;
*ysize_ptr = cy;
// Resize the GWIN???
// Resize the Z buffer
ZB_resize(c->zb, NULL, cx, cy);
return 0;
}
/**
* TinyGL support routines
*/
#include <string.h>
#define NO_CLIBRARY
void tgl_warning(const char *format, ...) { (void)format; }
void tgl_trace(const char *format, ...) { (void)format; }
void tgl_fixme(const char *format, ...) { (void)format; }
void gl_fatal_error(char *format, ...) { gfxHalt(format); }
void gl_assert(int test) { if (!test) gfxHalt("TinyGL Assert"); }
void gl_free(void *p) { gfxFree(p); }
void *gl_malloc(int size) { return gfxAlloc(size); }
void *gl_zalloc(int size) {
void *p;
p = gfxAlloc(size);
if (p)
memset(p, 0, size);
return p;
}
/**
* Pre-load TinyGL headers
*/
/**
* TinyGL wrapper code
*/
#include "3rdparty/tinygl-0.4-ugfx/src/api.c"
#include "3rdparty/tinygl-0.4-ugfx/src/list.c"
#include "3rdparty/tinygl-0.4-ugfx/src/vertex.c"
#include "3rdparty/tinygl-0.4-ugfx/src/init.c"
#include "3rdparty/tinygl-0.4-ugfx/src/matrix.c"
#include "3rdparty/tinygl-0.4-ugfx/src/texture.c"
#include "3rdparty/tinygl-0.4-ugfx/src/misc.c"
#include "3rdparty/tinygl-0.4-ugfx/src/clear.c"
#include "3rdparty/tinygl-0.4-ugfx/src/light.c"
#include "3rdparty/tinygl-0.4-ugfx/src/clip.c"
#include "3rdparty/tinygl-0.4-ugfx/src/select.c"
#include "3rdparty/tinygl-0.4-ugfx/src/get.c"
#include "3rdparty/tinygl-0.4-ugfx/src/zbuffer.c"
#include "3rdparty/tinygl-0.4-ugfx/src/zline.c"
#include "3rdparty/tinygl-0.4-ugfx/src/zdither.c"
#include "3rdparty/tinygl-0.4-ugfx/src/ztriangle.c"
#include "3rdparty/tinygl-0.4-ugfx/src/zmath.c"
#include "3rdparty/tinygl-0.4-ugfx/src/image_util.c"
#include "3rdparty/tinygl-0.4-ugfx/src/arrays.c"
#include "3rdparty/tinygl-0.4-ugfx/src/specbuf.c"
#endif /* GFX_USE_GWIN && GWIN_NEED_GL3D */

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@ -0,0 +1,70 @@
/*
* This file is subject to the terms of the GFX License. If a copy of
* the license was not distributed with this file, you can obtain one at:
*
* http://ugfx.org/license.html
*/
/**
* @file src/gwin/gwin_gl3d.h
* @brief GWIN 3D module header file
*
* @defgroup 3D 3D
* @ingroup Windows
*
* @details 3D GWIN window based on OpenGL (or more exactly Tiny GL)
* @pre GFX_USE_GWIN must be set to TRUE in your gfxconf.h
* @pre GWIN_NEED_GL3D must be set to TRUE in your gfxconf.h
*
* @{
*/
#ifndef _GWIN_GL3D_H
#define _GWIN_GL3D_H
/* This file is included within "gwin/gwin.h" */
// A gl3d window
typedef struct GGL3DObject {
GWindowObject g;
struct GLContext * glcxt;
} GGL3DObject;
/*===========================================================================*/
/* External declarations. */
/*===========================================================================*/
#ifdef __cplusplus
extern "C" {
#endif
/**
* @brief Create a gl3d window.
* @return NULL if there is no resultant drawing area, otherwise a window handle.
*
* @param[in] g The GDisplay to display this window on
* @param[in] gg The GGL3DObject structure to initialise. If this is NULL the structure is dynamically allocated.
* @param[in] pInit The initialization parameters to use
*
* @note The drawing color and the background color get set to the current defaults. If you haven't called
* @p gwinSetDefaultColor() or @p gwinSetDefaultBgColor() then these are White and Black respectively.
* @note The font gets set to the current default font. If you haven't called @p gwinSetDefaultFont() then there
* is no default font and text drawing operations will no nothing.
* @note The dimensions and position may be changed to fit on the real screen.
*
* @api
*/
GHandle gwinGGL3DCreate(GDisplay *g, GGL3DObject *gg, const GWindowInit *pInit);
#define gwinGL3DCreate(gg, pInit) gwinGGL3DCreate(GDISP, gg, pInit)
/* Include the gl interface */
#include "3rdparty/tinygl-0.4-ugfx/include/GL/gl.h"
#ifdef __cplusplus
}
#endif
#endif /* _GWIN_GL3D_H */
/** @} */

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@ -962,14 +962,15 @@ extern "C" {
#if GWIN_NEED_CONSOLE || defined(__DOXYGEN__)
#include "src/gwin/console.h"
#endif
#if GWIN_NEED_GRAPH || defined(__DOXYGEN__)
#include "src/gwin/graph.h"
#endif
#if GWIN_NEED_IMAGE || defined(__DOXYGEN__)
#include "src/gwin/gimage.h"
#endif
#if GWIN_NEED_GL3D || defined(__DOXYGEN__)
#include "src/gwin/gwin_gl3d.h"
#endif
#endif /* GFX_USE_GWIN */

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@ -13,4 +13,6 @@ GFXSRC += $(GFXLIB)/src/gwin/gwin.c \
$(GFXLIB)/src/gwin/progressbar.c \
$(GFXLIB)/src/gwin/gcontainer.c \
$(GFXLIB)/src/gwin/frame.c \
$(GFXLIB)/src/gwin/gwin_gl3d.c \
GFXINC += $(GFXLIB)/3rdparty/tinygl-0.4-ugfx/include

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@ -72,6 +72,13 @@
#ifndef GWIN_NEED_GRAPH
#define GWIN_NEED_GRAPH FALSE
#endif
/**
* @brief Should gl3d functions be included.
* @details Defaults to FALSE
*/
#ifndef GWIN_NEED_GL3D
#define GWIN_NEED_GL3D FALSE
#endif
/**
* @brief Should button functions be included.
* @details Defaults to FALSE