rayzor

annotate src/min3d.c @ 6:a68dbf80d547

finally showing something ... :)
author John Tsiombikas <nuclear@member.fsf.org>
date Mon, 07 Apr 2014 06:04:11 +0300
parents 5fcf72837b69
children 70e332156d02
rev   line source
nuclear@1 1 #include <stdlib.h>
nuclear@5 2 #include <string.h>
nuclear@5 3 #include <math.h>
nuclear@1 4 #include "min3d.h"
nuclear@1 5 #include "m3dimpl.h"
nuclear@6 6 #include "logger.h"
nuclear@1 7
nuclear@1 8 #ifndef M_PI
nuclear@1 9 #define M_PI 3.141592653
nuclear@1 10 #endif
nuclear@1 11
nuclear@3 12 struct min3d_context *m3dctx;
nuclear@3 13
nuclear@1 14 int m3d_init(void)
nuclear@1 15 {
nuclear@1 16 if(!(m3dctx = malloc(sizeof *m3dctx))) {
nuclear@1 17 return -1;
nuclear@1 18 }
nuclear@1 19 memset(m3dctx, 0, sizeof *m3dctx);
nuclear@1 20
nuclear@1 21 m3d_matrix_mode(M3D_PROJECTION);
nuclear@1 22 m3d_load_identity();
nuclear@1 23 m3d_matrix_mode(M3D_MODELVIEW);
nuclear@1 24 m3d_load_identity();
nuclear@6 25
nuclear@6 26 m3d_color(1, 1, 1);
nuclear@1 27 return 0;
nuclear@1 28 }
nuclear@1 29
nuclear@1 30 void m3d_shutdown(void)
nuclear@1 31 {
nuclear@1 32 free(m3dctx);
nuclear@1 33 }
nuclear@1 34
nuclear@1 35 void m3d_set_buffers(struct m3d_image *cbuf, uint16_t *zbuf)
nuclear@1 36 {
nuclear@1 37 m3dctx->cbuf = cbuf;
nuclear@1 38 m3dctx->zbuf = zbuf;
nuclear@6 39
nuclear@6 40 m3dctx->vport[0] = m3dctx->vport[1] = 0;
nuclear@6 41 m3dctx->vport[2] = cbuf->xsz;
nuclear@6 42 m3dctx->vport[3] = cbuf->ysz;
nuclear@6 43 }
nuclear@6 44
nuclear@6 45 void m3d_clear_color(float r, float g, float b)
nuclear@6 46 {
nuclear@6 47 m3dctx->clear_color[0] = (int)((r > 1.0 ? 1.0 : r) * 255.0);
nuclear@6 48 m3dctx->clear_color[1] = (int)((g > 1.0 ? 1.0 : g) * 255.0);
nuclear@6 49 m3dctx->clear_color[2] = (int)((b > 1.0 ? 1.0 : b) * 255.0);
nuclear@1 50 }
nuclear@1 51
nuclear@1 52 void m3d_clear(unsigned int bmask)
nuclear@1 53 {
nuclear@6 54 int i, num_pixels = m3dctx->cbuf->xsz * m3dctx->cbuf->ysz;
nuclear@1 55 if(bmask & M3D_COLOR_BUFFER_BIT) {
nuclear@6 56 /*memset(m3dctx->cbuf->pixels, 0, num_pixels * 3);*/
nuclear@6 57 unsigned char *ptr = m3dctx->cbuf->pixels;
nuclear@6 58 unsigned char r = m3dctx->clear_color[0];
nuclear@6 59 unsigned char g = m3dctx->clear_color[1];
nuclear@6 60 unsigned char b = m3dctx->clear_color[2];
nuclear@6 61 for(i=0; i<num_pixels; i++) {
nuclear@6 62 *ptr++ = r;
nuclear@6 63 *ptr++ = g;
nuclear@6 64 *ptr++ = b;
nuclear@6 65 }
nuclear@1 66 }
nuclear@1 67 if(bmask & M3D_DEPTH_BUFFER_BIT) {
nuclear@1 68 memset(m3dctx->zbuf, 0xff, num_pixels * sizeof *m3dctx->zbuf);
nuclear@1 69 }
nuclear@1 70 }
nuclear@1 71
nuclear@1 72
nuclear@1 73 void m3d_enable(int bit)
nuclear@1 74 {
nuclear@1 75 m3dctx->state |= (1 << bit);
nuclear@1 76 }
nuclear@1 77
nuclear@1 78 void m3d_disable(int bit)
nuclear@1 79 {
nuclear@1 80 m3dctx->state &= ~(1 << bit);
nuclear@1 81 }
nuclear@1 82
nuclear@1 83
nuclear@1 84 /* matrix stack */
nuclear@1 85 void m3d_matrix_mode(int mode)
nuclear@1 86 {
nuclear@1 87 m3dctx->mmode = mode;
nuclear@1 88 }
nuclear@1 89
nuclear@6 90 void m3d_push_matrix(void)
nuclear@6 91 {
nuclear@6 92 int mm = m3dctx->mmode;
nuclear@6 93 int top = m3dctx->mstack[mm].top;
nuclear@6 94 if(top < MSTACK_SIZE) {
nuclear@6 95 float *cur = m3dctx->mstack[mm].m[top++];
nuclear@6 96 memcpy(m3dctx->mstack[mm].m[top], cur, 16 * sizeof *cur);
nuclear@6 97 m3dctx->mstack[mm].top = top;
nuclear@6 98 }
nuclear@6 99 }
nuclear@6 100
nuclear@6 101 void m3d_pop_matrix(void)
nuclear@6 102 {
nuclear@6 103 int mm = m3dctx->mmode;
nuclear@6 104 if(m3dctx->mstack[mm].top > 0) {
nuclear@6 105 --m3dctx->mstack[mm].top;
nuclear@6 106 }
nuclear@6 107 }
nuclear@6 108
nuclear@1 109 void m3d_load_identity(void)
nuclear@1 110 {
nuclear@1 111 static const float mid[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@1 112 m3d_load_matrix(mid);
nuclear@1 113 }
nuclear@1 114
nuclear@1 115 void m3d_load_matrix(const float *m)
nuclear@1 116 {
nuclear@1 117 int top = m3dctx->mstack[m3dctx->mmode].top;
nuclear@1 118 memcpy(m3dctx->mstack[m3dctx->mmode].m[top], m, 16 * sizeof *m);
nuclear@1 119 }
nuclear@1 120
nuclear@1 121 #define M(i,j) (((i) << 2) + (j))
nuclear@1 122 void m3d_mult_matrix(const float *m2)
nuclear@1 123 {
nuclear@1 124 int i, j, top = m3dctx->mstack[m3dctx->mmode].top;
nuclear@1 125 float m1[16];
nuclear@1 126 float *dest = m3dctx->mstack[m3dctx->mmode].m[top];
nuclear@1 127
nuclear@1 128 memcpy(m1, dest, sizeof m1);
nuclear@1 129
nuclear@1 130 for(i=0; i<4; i++) {
nuclear@1 131 for(j=0; j<4; j++) {
nuclear@1 132 dest[M(i,j)] = m1[M(0,j)] * m2[M(i,0)] +
nuclear@1 133 m1[M(1,j)] * m2[M(i,1)] +
nuclear@1 134 m1[M(2,j)] * m2[M(i,2)] +
nuclear@1 135 m1[M(3,j)] * m2[M(i,3)];
nuclear@1 136 }
nuclear@1 137 }
nuclear@1 138 }
nuclear@1 139
nuclear@1 140 void m3d_translate(float x, float y, float z)
nuclear@1 141 {
nuclear@1 142 float m[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@1 143 m[12] = x;
nuclear@1 144 m[13] = y;
nuclear@1 145 m[14] = z;
nuclear@1 146 m3d_mult_matrix(m);
nuclear@1 147 }
nuclear@1 148
nuclear@1 149 void m3d_rotate(float deg, float x, float y, float z)
nuclear@1 150 {
nuclear@1 151 float xform[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@1 152
nuclear@1 153 float angle = M_PI * deg / 180.0f;
nuclear@1 154 float sina = sin(angle);
nuclear@1 155 float cosa = cos(angle);
nuclear@1 156 float one_minus_cosa = 1.0f - cosa;
nuclear@1 157 float nxsq = x * x;
nuclear@1 158 float nysq = y * y;
nuclear@1 159 float nzsq = z * z;
nuclear@1 160
nuclear@1 161 xform[0] = nxsq + (1.0f - nxsq) * cosa;
nuclear@1 162 xform[4] = x * y * one_minus_cosa - z * sina;
nuclear@1 163 xform[8] = x * z * one_minus_cosa + y * sina;
nuclear@1 164 xform[1] = x * y * one_minus_cosa + z * sina;
nuclear@1 165 xform[5] = nysq + (1.0 - nysq) * cosa;
nuclear@1 166 xform[9] = y * z * one_minus_cosa - x * sina;
nuclear@1 167 xform[2] = x * z * one_minus_cosa - y * sina;
nuclear@1 168 xform[6] = y * z * one_minus_cosa + x * sina;
nuclear@1 169 xform[10] = nzsq + (1.0 - nzsq) * cosa;
nuclear@1 170
nuclear@1 171 m3d_mult_matrix(xform);
nuclear@1 172 }
nuclear@1 173
nuclear@1 174 void m3d_scale(float x, float y, float z)
nuclear@1 175 {
nuclear@1 176 static float m[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@1 177 m[0] = x;
nuclear@1 178 m[5] = y;
nuclear@1 179 m[10] = z;
nuclear@1 180 m3d_mult_matrix(m);
nuclear@1 181 }
nuclear@1 182
nuclear@1 183 void m3d_frustum(float left, float right, float bottom, float top, float nr, float fr)
nuclear@1 184 {
nuclear@1 185 float xform[] = {1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1};
nuclear@1 186
nuclear@1 187 float dx = right - left;
nuclear@1 188 float dy = top - bottom;
nuclear@1 189 float dz = fr - nr;
nuclear@1 190
nuclear@1 191 float a = (right + left) / dx;
nuclear@1 192 float b = (top + bottom) / dy;
nuclear@1 193 float c = -(fr + nr) / dz;
nuclear@1 194 float d = -2.0 * fr * nr / dz;
nuclear@1 195
nuclear@1 196 xform[0] = 2.0 * nr / dx;
nuclear@1 197 xform[5] = 2.0 * nr / dy;
nuclear@1 198 xform[8] = a;
nuclear@1 199 xform[9] = b;
nuclear@1 200 xform[10] = c;
nuclear@1 201 xform[11] = -1.0f;
nuclear@1 202 xform[14] = d;
nuclear@1 203
nuclear@1 204 m3d_mult_matrix(xform);
nuclear@1 205 }
nuclear@1 206
nuclear@1 207 void m3d_perspective(float vfov, float aspect, float nr, float fr)
nuclear@1 208 {
nuclear@1 209 float vfov_rad = M_PI * vfov / 180.0;
nuclear@1 210 float x = nr * tan(vfov_rad / 2.0);
nuclear@1 211 m3d_frustum(-aspect * x, aspect * x, -x, x, nr, fr);
nuclear@1 212 }
nuclear@1 213
nuclear@2 214 static void xform4(float *mat, float *vec)
nuclear@2 215 {
nuclear@6 216 float x = mat[0] * vec[0] + mat[4] * vec[1] + mat[8] * vec[2] + mat[12];
nuclear@6 217 float y = mat[1] * vec[0] + mat[5] * vec[1] + mat[9] * vec[2] + mat[13];
nuclear@6 218 float z = mat[2] * vec[0] + mat[6] * vec[1] + mat[10] * vec[2] + mat[14];
nuclear@6 219 float w = mat[3] * vec[0] + mat[7] * vec[1] + mat[11] * vec[2] + mat[15];
nuclear@2 220
nuclear@2 221 vec[0] = x;
nuclear@2 222 vec[1] = y;
nuclear@2 223 vec[2] = z;
nuclear@2 224 vec[3] = w;
nuclear@2 225 }
nuclear@2 226
nuclear@3 227 static int proc_prim(int prim, struct min3d_vertex *res, struct min3d_vertex *v)
nuclear@2 228 {
nuclear@3 229 int i;
nuclear@3 230 int vcount = prim;
nuclear@3 231 int mvtop, ptop;
nuclear@3 232 float *mvmat, *pmat;
nuclear@6 233 int *vport = m3dctx->vport;
nuclear@3 234
nuclear@3 235 mvtop = m3dctx->mstack[M3D_MODELVIEW].top;
nuclear@3 236 mvmat = m3dctx->mstack[M3D_MODELVIEW].m[mvtop];
nuclear@3 237 ptop = m3dctx->mstack[M3D_PROJECTION].top;
nuclear@3 238 pmat = m3dctx->mstack[M3D_PROJECTION].m[ptop];
nuclear@3 239
nuclear@3 240 /* transform to view space */
nuclear@3 241 for(i=0; i<vcount; i++) {
nuclear@3 242 res[i] = v[i];
nuclear@3 243 xform4(mvmat, res[i].pos);
nuclear@3 244 /* TODO: normal */
nuclear@3 245 }
nuclear@3 246
nuclear@3 247 /* TODO: lighting */
nuclear@3 248
nuclear@3 249 /* project */
nuclear@3 250 for(i=0; i<vcount; i++) {
nuclear@3 251 xform4(pmat, res[i].pos);
nuclear@3 252 }
nuclear@3 253
nuclear@3 254 /* clip */
nuclear@3 255 switch(prim) {
nuclear@3 256 case M3D_POINTS:
nuclear@3 257 {
nuclear@3 258 float w = res[0].pos[3];
nuclear@3 259 if(res[0].pos[2] < -w || res[0].pos[2] >= w ||
nuclear@3 260 res[0].pos[0] / w < -1 || res[0].pos[0] / w >= 1 ||
nuclear@3 261 res[0].pos[1] / w < -1 || res[0].pos[1] / w >= 1) {
nuclear@3 262 vcount = 0;
nuclear@3 263 }
nuclear@3 264 }
nuclear@3 265 break;
nuclear@3 266
nuclear@3 267 default:
nuclear@3 268 break; /* TODO */
nuclear@3 269 }
nuclear@3 270
nuclear@6 271 /* perspective division & viewport */
nuclear@3 272 for(i=0; i<vcount; i++) {
nuclear@6 273 res[i].pos[0] /= res[i].pos[3];
nuclear@6 274 res[i].pos[1] /= res[i].pos[3];
nuclear@6 275 res[i].pos[2] /= res[i].pos[3];
nuclear@6 276
nuclear@6 277 res[i].pos[0] = (res[i].pos[0] * 0.5 + 0.5) * vport[2] + vport[0];
nuclear@6 278 res[i].pos[1] = (res[i].pos[1] * 0.5 + 0.5) * vport[3] + vport[1];
nuclear@3 279 }
nuclear@3 280 return vcount;
nuclear@2 281 }
nuclear@2 282
nuclear@1 283 /* drawing */
nuclear@5 284 void m3d_vertex_array(const float *varr)
nuclear@5 285 {
nuclear@6 286 m3dctx->vert_array = (float*)varr;
nuclear@5 287 }
nuclear@5 288
nuclear@5 289 void m3d_normal_array(const float *narr)
nuclear@5 290 {
nuclear@6 291 m3dctx->norm_array = (float*)narr;
nuclear@5 292 }
nuclear@5 293
nuclear@5 294 void m3d_color_array(const float *carr)
nuclear@5 295 {
nuclear@6 296 m3dctx->col_array = (float*)carr;
nuclear@5 297 }
nuclear@5 298
nuclear@5 299 void m3d_texcoord_array(const float *tcarr)
nuclear@5 300 {
nuclear@6 301 m3dctx->tc_array = (float*)tcarr;
nuclear@5 302 }
nuclear@5 303
nuclear@5 304
nuclear@5 305 void m3d_draw(int prim, int vcount)
nuclear@1 306 {
nuclear@3 307 int i;
nuclear@3 308 struct min3d_vertex v[4];
nuclear@3 309 struct min3d_vertex resv[16];
nuclear@5 310 const float *varr = m3dctx->vert_array;
nuclear@5 311 const float *carr = m3dctx->col_array;
nuclear@5 312
nuclear@5 313 if(!varr) return;
nuclear@3 314
nuclear@3 315 for(i=0; i<vcount; i++) {
nuclear@3 316 int idx = i % prim;
nuclear@3 317
nuclear@3 318 v[idx].pos[0] = *varr++;
nuclear@3 319 v[idx].pos[1] = *varr++;
nuclear@3 320 v[idx].pos[2] = *varr++;
nuclear@6 321 v[idx].pos[3] = 1.0;
nuclear@6 322 v[idx].color[0] = carr ? *carr++ : m3dctx->im_color[0];
nuclear@6 323 v[idx].color[1] = carr ? *carr++ : m3dctx->im_color[1];
nuclear@6 324 v[idx].color[2] = carr ? *carr++ : m3dctx->im_color[2];
nuclear@3 325
nuclear@3 326 if(idx == prim - 1) {
nuclear@3 327 int resnum = proc_prim(prim, resv, v);
nuclear@3 328 switch(resnum) {
nuclear@3 329 case 1:
nuclear@3 330 draw_point(resv);
nuclear@3 331 break;
nuclear@3 332
nuclear@3 333 case '2':
nuclear@3 334 draw_line(resv);
nuclear@3 335 break;
nuclear@3 336
nuclear@3 337 default:
nuclear@3 338 draw_poly(resv, resnum);
nuclear@3 339 }
nuclear@3 340 }
nuclear@3 341 }
nuclear@1 342 }
nuclear@1 343
nuclear@5 344 void m3d_draw_indexed(int prim, const int *idxarr, int icount)
nuclear@1 345 {
nuclear@1 346 /* TODO */
nuclear@1 347 }
nuclear@1 348
nuclear@6 349 void m3d_begin(int prim)
nuclear@6 350 {
nuclear@6 351 m3dctx->im_prim = prim;
nuclear@6 352 m3dctx->im_idx = 0;
nuclear@6 353
nuclear@6 354 m3dctx->vert_array = m3dctx->im_varr;
nuclear@6 355 m3dctx->norm_array = 0;
nuclear@6 356 m3dctx->col_array = 0;
nuclear@6 357 m3dctx->tc_array = 0;
nuclear@6 358 }
nuclear@6 359
nuclear@6 360 void m3d_end(void)
nuclear@6 361 {
nuclear@6 362 }
nuclear@6 363
nuclear@6 364 void m3d_vertex(float x, float y, float z)
nuclear@6 365 {
nuclear@6 366 int nverts = m3dctx->im_prim;
nuclear@6 367 int idx = m3dctx->im_idx;
nuclear@6 368 float *v = m3dctx->vert_array + idx * 3;
nuclear@6 369
nuclear@6 370 v[0] = x;
nuclear@6 371 v[1] = y;
nuclear@6 372 v[2] = z;
nuclear@6 373
nuclear@6 374 if(m3dctx->norm_array) {
nuclear@6 375 float *ptr = m3dctx->im_narr + idx * 3;
nuclear@6 376 ptr[0] = m3dctx->im_normal[0];
nuclear@6 377 ptr[1] = m3dctx->im_normal[1];
nuclear@6 378 ptr[2] = m3dctx->im_normal[2];
nuclear@6 379 }
nuclear@6 380 if(m3dctx->col_array) {
nuclear@6 381 float *ptr = m3dctx->im_carr + idx * 3;
nuclear@6 382 ptr[0] = m3dctx->im_color[0];
nuclear@6 383 ptr[1] = m3dctx->im_color[1];
nuclear@6 384 ptr[2] = m3dctx->im_color[2];
nuclear@6 385 }
nuclear@6 386 if(m3dctx->tc_array) {
nuclear@6 387 float *ptr = m3dctx->im_texcoord + idx * 2;
nuclear@6 388 ptr[0] = m3dctx->im_texcoord[0];
nuclear@6 389 ptr[1] = m3dctx->im_texcoord[1];
nuclear@6 390 }
nuclear@6 391
nuclear@6 392 if(++idx == nverts) {
nuclear@6 393 m3d_draw(m3dctx->im_prim, nverts);
nuclear@6 394 idx = 0;
nuclear@6 395 }
nuclear@6 396
nuclear@6 397 m3dctx->im_idx = idx;
nuclear@6 398 }
nuclear@6 399
nuclear@6 400 void m3d_normal(float x, float y, float z)
nuclear@6 401 {
nuclear@6 402 m3dctx->im_normal[0] = x;
nuclear@6 403 m3dctx->im_normal[1] = y;
nuclear@6 404 m3dctx->im_normal[2] = z;
nuclear@6 405 }
nuclear@6 406
nuclear@6 407 void m3d_color(float x, float y, float z)
nuclear@6 408 {
nuclear@6 409 m3dctx->im_color[0] = x;
nuclear@6 410 m3dctx->im_color[1] = y;
nuclear@6 411 m3dctx->im_color[2] = z;
nuclear@6 412 }
nuclear@6 413
nuclear@6 414 void m3d_texcoord(float x, float y)
nuclear@6 415 {
nuclear@6 416 m3dctx->im_texcoord[0] = x;
nuclear@6 417 m3dctx->im_texcoord[1] = y;
nuclear@6 418 }