/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This file is based on, or a modified version of code from TinyGL (C) 1997-2022 Fabrice Bellard, * which is licensed under the MIT license (see LICENSE). * It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later). */ #ifndef TGL_ZGL_H #define TGL_ZGL_H #include "common/util.h" #include "common/textconsole.h" #include "common/array.h" #include "common/list.h" #include "common/scummsys.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "graphics/tinygl/gl.h" #include "graphics/tinygl/zbuffer.h" #include "graphics/tinygl/zmath.h" #include "graphics/tinygl/zblit.h" #include "graphics/tinygl/zdirtyrect.h" #include "graphics/tinygl/texelbuffer.h" namespace TinyGL { enum { #define ADD_OP(a,b,c) OP_ ## a , #include "graphics/tinygl/opinfo.h" DUMMY }; // 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 35 #define MAX_PROJECTION_STACK_DEPTH 8 #define MAX_TEXTURE_STACK_DEPTH 8 #define MAX_NAME_STACK_DEPTH 64 #define MAX_TEXTURE_LEVELS 11 #define T_MAX_LIGHTS 32 #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 enum eDataType { kIntType, kInt4Type, kUintType, kFloatType, kFloat2Type, kFloat4Type, kFloat16Type }; union uglValue { TGLint _int; TGLint _int4[4]; TGLfloat _float; TGLfloat _float2[2]; TGLfloat _float4[4]; TGLfloat _float16[16]; }; struct GLSpecBuf { int shininess_i; int last_used; float buf[SPECULAR_BUFFER_SIZE + 1]; struct GLSpecBuf *next; }; struct GLLight { Vector4 ambient; Vector4 diffuse; Vector4 specular; bool has_specular; Vector4 position; Vector3 spot_direction; float spot_exponent; float spot_cutoff; float attenuation[3]; // precomputed values float cos_spot_cutoff; Vector3 norm_spot_direction; Vector3 norm_position; // we use a linked list to know which are the enabled lights int enabled; struct GLLight *next, *prev; }; struct GLMaterial { Vector4 emission; Vector4 ambient; Vector4 diffuse; Vector4 specular; bool has_specular; float shininess; // computed values int shininess_i; int do_specular; }; struct GLViewport { int xmin, ymin, xsize, ysize; Vector3 scale; Vector3 trans; int updated; }; union GLParam { int op; float f; int i; uint ui; void *p; }; struct GLParamBuffer { GLParam ops[OP_BUFFER_MAX_SIZE]; struct GLParamBuffer *next; }; struct GLList { GLParamBuffer *first_op_buffer; // TODO: extensions for a hash table or a better allocating scheme }; struct GLVertex { int edge_flag; Vector3 normal; Vector4 coord; Vector4 tex_coord; Vector4 color; float fog_factor; // computed values Vector4 ec; // eye coordinates Vector4 pc; // coordinates in the normalized volume int clip_code; // clip code ZBufferPoint zp; // integer coordinates for the rasterization bool operator==(const GLVertex &other) const { return edge_flag == other.edge_flag && normal == other.normal && coord == other.coord && tex_coord == other.tex_coord && color == other.color && ec == other.ec && pc == other.pc && clip_code == other.clip_code && zp == other.zp; } bool operator!=(const GLVertex &other) const { return !(*this == other); } }; struct GLImage { TexelBuffer *pixmap; int xsize, ysize; }; // textures #define TEXTURE_HASH_TABLE_SIZE 256 struct GLTexture { GLImage images[MAX_TEXTURE_LEVELS]; uint handle; int versionNumber; struct GLTexture *next, *prev; bool disposed; }; struct tglColorAssociation { Graphics::PixelFormat pf; TGLuint format; TGLuint type; }; // shared state struct GLSharedState { GLList **lists; GLTexture **texture_hash_table; }; /** * A linear allocator implementation. * The allocator can be initialized to a specific buffer size only once. * The allocation scheme is pretty simple: pointers are returned relative to a current memory position, * the allocator starts with an offset of 0 and increases its offset by the allocated amount every time. * Memory is released through the method free(), care has to be taken to call the destructors of the deallocated objects either manually (for complex struct arrays) or * by overriding the delete operator (with an empty implementation). */ class LinearAllocator { public: LinearAllocator() { _memoryBuffer = nullptr; _memorySize = 0; _memoryPosition = 0; } void initialize(size_t newSize) { assert(_memoryBuffer == nullptr); void *newBuffer = gl_malloc(newSize); if (newBuffer == nullptr) { error("Couldn't allocate memory for linear allocator."); } _memoryBuffer = newBuffer; _memorySize = newSize; } ~LinearAllocator() { if (_memoryBuffer != nullptr) { gl_free(_memoryBuffer); } } void *allocate(size_t size) { if (_memoryPosition + size >= _memorySize) { error("Allocator out of memory: couldn't allocate more memory from linear allocator."); } size_t returnPos = _memoryPosition; _memoryPosition += size; return ((byte *)_memoryBuffer) + returnPos; } void reset() { _memoryPosition = 0; } private: void *_memoryBuffer; size_t _memorySize; size_t _memoryPosition; }; struct GLContext; typedef void (*gl_draw_triangle_func)(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); // display context struct GLContext { // Z buffer FrameBuffer *fb; Common::Rect renderRect; // scissor bool scissor_test_enabled; int scissor[4]; // blending bool blending_enabled; int source_blending_factor; int destination_blending_factor; // alpha blending bool alpha_test_enabled; int alpha_test_func; int alpha_test_ref_val; // Internal texture size int _textureSize; // lights GLLight lights[T_MAX_LIGHTS]; GLLight *first_light; Vector4 ambient_light_model; int local_light_model; bool lighting_enabled; int light_model_two_side; // materials GLMaterial materials[2]; bool color_material_enabled; int current_color_material_mode; int current_color_material_type; // textures GLTexture *current_texture, *default_texture; uint maxTextureName; bool texture_2d_enabled; int texture_mag_filter; int texture_min_filter; uint texture_wrap_s; uint texture_wrap_t; GLTextureEnv _texEnv; Common::Array colorAssociationList; // 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; Matrix4 *matrix_stack[3]; Matrix4 *matrix_stack_ptr[3]; int matrix_stack_depth_max[3]; Matrix4 matrix_model_view_inv; Matrix4 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; bool cull_face_enabled; bool normalize_enabled; gl_draw_triangle_func draw_triangle_front, draw_triangle_back; // selection int render_mode; uint *select_buffer; int select_size; uint *select_ptr, *select_hit; int select_overflow; int select_hits; // names uint name_stack[MAX_NAME_STACK_DEPTH]; int name_stack_size; // clear float clear_depth; Vector4 clear_color; int clear_stencil; // current vertex state Vector4 current_color; Vector4 current_normal; Vector4 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 TGLvoid *vertex_array; int vertex_array_size; int vertex_array_stride; int vertex_array_type; TGLvoid *normal_array; int normal_array_stride; int normal_array_type; TGLvoid *color_array; int color_array_size; int color_array_stride; int color_array_type; TGLvoid *texcoord_array; int texcoord_array_size; int texcoord_array_stride; int texcoord_array_type; 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)(int *xsize, int *ysize); // depth test bool depth_test_enabled; int depth_func; bool depth_write_mask; // stencil bool stencil_buffer_supported; bool stencil_test_enabled; int stencil_test_func; byte stencil_ref_val; byte stencil_mask; byte stencil_write_mask; int stencil_sfail; int stencil_dpfail; int stencil_dppass; bool color_mask_red; bool color_mask_green; bool color_mask_blue; bool color_mask_alpha; bool fog_enabled; int fog_mode; Vector4 fog_color; float fog_density; float fog_start; float fog_end; bool _enableDirtyRectangles; // stipple bool polygon_stipple_enabled; byte polygon_stipple_pattern[128]; uint32 stippleColor; bool two_color_stipple_enabled; // blit test Common::List _blitImages; // Draw call queue Common::List _drawCallsQueue; Common::List _previousFrameDrawCallsQueue; int _currentAllocatorIndex; LinearAllocator _drawCallAllocator[2]; bool _debugRectsEnabled; bool _profilingEnabled; void gl_vertex_transform(GLVertex *v); void gl_calc_fog_factor(GLVertex *v); void gl_get_pname(TGLenum pname, union uglValue *data, eDataType &dataType); public: // The glop* functions exposed to public, however they are only for internal use. // Calling them from outside of TinyGL is forbidden #define ADD_OP(a, b, d) void glop ## a (GLParam *p); #include "graphics/tinygl/opinfo.h" void gl_add_op(GLParam *p); void gl_compile_op(GLParam *p); void gl_eval_viewport(); void gl_transform_to_viewport(GLVertex *v); void gl_draw_triangle(GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_line(GLVertex *p0, GLVertex *p1); void gl_draw_point(GLVertex *p0); static void gl_draw_triangle_point(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); static void gl_draw_triangle_line(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); static void gl_draw_triangle_fill(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); static void gl_draw_triangle_select(GLContext *c, GLVertex *p0, GLVertex *p1, GLVertex *p2); void gl_draw_triangle_clip(GLVertex *p0, GLVertex *p1, GLVertex *p2, int clip_bit); void gl_add_select(uint zmin, uint zmax); void gl_add_select1(int z1, int z2, int z3); void gl_enable_disable_light(int light, int v); void gl_shade_vertex(GLVertex *v); void gl_GetIntegerv(TGLenum pname, TGLint *data); void gl_GetFloatv(TGLenum pname, TGLfloat *data); void gl_GetDoublev(TGLenum pname, TGLdouble *data); void gl_GetBooleanv(TGLenum pname, TGLboolean *data); void gl_EnableClientState(GLParam *p); void gl_DisableClientState(GLParam *p); void gl_VertexPointer(GLParam *p); void gl_ColorPointer(GLParam *p); void gl_NormalPointer(GLParam *p); void gl_TexCoordPointer(GLParam *p); GLTexture *alloc_texture(uint h); GLTexture *find_texture(uint h); void free_texture(GLTexture *t); void gl_GenTextures(TGLsizei n, TGLuint *textures); void gl_DeleteTextures(TGLsizei n, const TGLuint *textures); void gl_PixelStore(TGLenum pname, TGLint param); void issueDrawCall(DrawCall *drawCall); void disposeResources(); void disposeDrawCallLists(); void presentBufferDirtyRects(Common::List &dirtyAreas); void presentBufferSimple(Common::List &dirtyAreas); void debugDrawRectangle(Common::Rect rect, int r, int g, int b); GLSpecBuf *specbuf_get_buffer(const int shininess_i, const float shininess); void specbuf_cleanup(); TGLint gl_RenderMode(TGLenum mode); void gl_SelectBuffer(TGLsizei size, TGLuint *buffer); GLList *alloc_list(int list); GLList *find_list(uint list); void delete_list(int list); void gl_NewList(TGLuint list, TGLenum mode); void gl_EndList(); TGLboolean gl_IsList(TGLuint list); TGLuint gl_GenLists(TGLsizei range); void initSharedState(); void endSharedState(); void init(int screenW, int screenH, Graphics::PixelFormat pixelFormat, int textureSize, bool enableStencilBuffer, bool dirtyRectsEnable, uint32 drawCallMemorySize); void deinit(); void gl_print_matrix(const float *m); void gl_debug(int mode) { print_flag = mode; } }; extern GLContext *gl_ctx; GLContext *gl_get_context(); #define VERTEX_ARRAY 0x0001 #define COLOR_ARRAY 0x0002 #define NORMAL_ARRAY 0x0004 #define TEXCOORD_ARRAY 0x0008 // 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 = (float)(w1 * (1.0 + CLIP_EPSILON)); return (x < -w) | ((x > w) << 1) | ((y < -w) << 2) | ((y > w) << 3) | ((z < -w) << 4) | ((z > w) << 5); } static inline float clampf(float a, float min, float max) { if (a < min) return min; if (a > max) return max; else return a; } } // end of namespace TinyGL #endif