glide_test1

diff main.cpp @ 0:f3ddb2bb7024

first 3dfx glide test, initial commit
author John Tsiombikas <nuclear@member.fsf.org>
date Sun, 09 Mar 2014 06:27:58 +0200
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     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/main.cpp	Sun Mar 09 06:27:58 2014 +0200
     1.3 @@ -0,0 +1,167 @@
     1.4 +#include <stdio.h>
     1.5 +#include <stdlib.h>
     1.6 +#include <glide.h>
     1.7 +#include <windows.h>
     1.8 +#include "mesh.h"
     1.9 +
    1.10 +#define XSZ	640
    1.11 +#define YSZ	480
    1.12 +
    1.13 +void display(unsigned int msec);
    1.14 +void process_vertex(Vertex *vres, const Vertex &vin);
    1.15 +void draw_mesh(const std::vector<Vertex> &varr);
    1.16 +void draw_triangle(const Vertex *v);
    1.17 +
    1.18 +unsigned int start_time;
    1.19 +Matrix4x4 mv_matrix, proj_matrix, norm_matrix;
    1.20 +Vector4 mat_diffuse;
    1.21 +Vector3 light_dir;
    1.22 +std::vector<Vertex> torus;
    1.23 +
    1.24 +int main(void)
    1.25 +{
    1.26 +	GrHwConfiguration hwcfg;
    1.27 +
    1.28 +	if(!grSstQueryBoards(&hwcfg)) {
    1.29 +		fprintf(stderr, "No 3dfx graphics boards detected!\n");
    1.30 +		return 1;
    1.31 +	}
    1.32 +	printf("Found %d 3dfx graphics boards!\n", hwcfg.num_sst);
    1.33 +
    1.34 +	grGlideInit();
    1.35 +	if(!grSstQueryHardware(&hwcfg)) {
    1.36 +		fprintf(stderr, "No 3dfx graphics hardware detected!\n");
    1.37 +		return 1;
    1.38 +	}
    1.39 +	grSstSelect(0);
    1.40 +	
    1.41 +	if(!grSstWinOpen(0, GR_RESOLUTION_640x480, GR_REFRESH_60Hz, GR_COLORFORMAT_RGBA,
    1.42 +			GR_ORIGIN_UPPER_LEFT, 2, 1)) {
    1.43 +		fprintf(stderr, "Failed to initialize glide device\n");
    1.44 +		return 1;
    1.45 +	}
    1.46 +
    1.47 +	printf("Voodoo graphics initialized sucessfully!\n");
    1.48 +
    1.49 +	// setup projection matrix
    1.50 +	proj_matrix.perspective(45.0f, 1.3333333f, 0.5, 250.0);
    1.51 +
    1.52 +	// generate torus mesh
    1.53 +	gen_torus(torus, 1.5, 0.5, 24, 12);
    1.54 +
    1.55 +	// light
    1.56 +	light_dir = normalize(Vector3(-0.6f, 1.0f, 2.0f));
    1.57 +
    1.58 +	// enable W-buffer (depth buffer)
    1.59 +	grDepthBufferMode(GR_DEPTHBUFFER_WBUFFER);
    1.60 +	grDepthMask(1);
    1.61 +	grDepthBufferFunction(GR_CMP_LESS);
    1.62 +
    1.63 +	// main loop
    1.64 +	start_time = GetTickCount();
    1.65 +	unsigned int msec = 0;
    1.66 +	while((msec = GetTickCount() - start_time) < 8000) {
    1.67 +		display(msec);
    1.68 +	}
    1.69 +	
    1.70 +	grGlideShutdown();
    1.71 +	return 0;
    1.72 +}
    1.73 +
    1.74 +void display(unsigned int msec)
    1.75 +{
    1.76 +	float t = (float)msec / 1000.0f;
    1.77 +
    1.78 +	grBufferClear(0x103060ff, 255, GR_WDEPTHVALUE_FARTHEST);
    1.79 +
    1.80 +	mv_matrix.set_identity();
    1.81 +	mv_matrix.translate(0, 0, -8);
    1.82 +	mv_matrix.rotate(t * 100.0f, 1, 0, 0);
    1.83 +	mv_matrix.rotate(t * 80.0f, 0, 0, 1);
    1.84 +
    1.85 +	norm_matrix = mv_matrix;
    1.86 +	norm_matrix[0][3] = norm_matrix[1][3] = norm_matrix[2][3] = 0.0f;
    1.87 +	norm_matrix[3][0] = norm_matrix[3][1] = norm_matrix[3][2] = 0.0f;
    1.88 +	norm_matrix[3][3] = 1.0f;
    1.89 +
    1.90 +	mat_diffuse = Vector4(1.0f, 0.6f, 0.2f, 1.0f);
    1.91 +	draw_mesh(torus);
    1.92 +
    1.93 +	grBufferSwap(1);
    1.94 +}
    1.95 +
    1.96 +
    1.97 +void process_vertex(Vertex *vres, const Vertex &vin)
    1.98 +{
    1.99 +	// transform with the modelview matrix
   1.100 +	vres->pos = transform(vin.pos, mv_matrix);
   1.101 +	vres->normal = transform(vin.normal, norm_matrix);
   1.102 +
   1.103 +	// calculate lighting
   1.104 +	float ndotl = dot(vres->normal, light_dir);
   1.105 +	if(ndotl < 0.0) ndotl = 0.0;
   1.106 +	
   1.107 +	Vector3 vdir(0, 0, 1);
   1.108 +	Vector3 half_dir = normalize(vdir + light_dir);
   1.109 +	float ndoth = dot(vres->normal, half_dir);
   1.110 +	if(ndoth < 0.0) ndoth = 0.0;
   1.111 +	float spec = pow(ndoth, 32.0);
   1.112 +
   1.113 +	float red = mat_diffuse.x * ndotl + spec;
   1.114 +	float green = mat_diffuse.y * ndotl + spec;
   1.115 +	float blue = mat_diffuse.z * ndotl + spec;
   1.116 +	
   1.117 +
   1.118 +	vres->color.x = red > 1.0 ? 1.0 : red;
   1.119 +	vres->color.y = green > 1.0 ? 1.0 : green;
   1.120 +	vres->color.z = blue > 1.0 ? 1.0 : blue;
   1.121 +	vres->color.w = mat_diffuse.w;
   1.122 +
   1.123 +
   1.124 +	// transform with the projection matrix
   1.125 +	vres->pos = transform(vres->pos, proj_matrix);
   1.126 +
   1.127 +	// perspective division
   1.128 +	vres->pos.x = vres->pos.x / vres->pos.w;
   1.129 +	vres->pos.y = vres->pos.y / vres->pos.w;
   1.130 +	vres->pos.z = vres->pos.z / vres->pos.w;
   1.131 +
   1.132 +	// viewport transformation
   1.133 +	vres->pos.x = (vres->pos.x * 0.5 + 0.5) * (float)XSZ;
   1.134 +	vres->pos.y = (vres->pos.y * 0.5 + 0.5) * (float)YSZ;
   1.135 +}
   1.136 +
   1.137 +
   1.138 +void draw_mesh(const std::vector<Vertex> &varr)
   1.139 +{
   1.140 +	static Vertex face_vert[3];
   1.141 +	size_t num = varr.size();
   1.142 +
   1.143 +	int face_vert_idx = 0;
   1.144 +
   1.145 +	for(int i=0; i<num; i++) {
   1.146 +		process_vertex(face_vert + face_vert_idx, varr[i]);
   1.147 +
   1.148 +		if(++face_vert_idx >= 3) {
   1.149 +			draw_triangle(face_vert);
   1.150 +			face_vert_idx = 0;
   1.151 +		}
   1.152 +	}
   1.153 +}
   1.154 +
   1.155 +void draw_triangle(const Vertex *v)
   1.156 +{
   1.157 +	GrVertex face[3];
   1.158 +
   1.159 +	for(int i=0; i<3; i++) {
   1.160 +		face[i].x = v[i].pos.x;
   1.161 +		face[i].y = v[i].pos.y;
   1.162 +		face[i].r = v[i].color.x * 255.0;
   1.163 +		face[i].g = v[i].color.y * 255.0;
   1.164 +		face[i].b = v[i].color.z * 255.0;
   1.165 +		face[i].a = v[i].color.w * 255.0;
   1.166 +		face[i].oow = 1.0f / v[i].pos.w;
   1.167 +	}
   1.168 +
   1.169 +	grDrawTriangle(face, face + 1, face + 2);
   1.170 +}
   1.171 \ No newline at end of file