forked from KolibriOS/kolibrios
63939f9591
git-svn-id: svn://kolibrios.org@6523 a494cfbc-eb01-0410-851d-a64ba20cac60
435 lines
9.5 KiB
PHP
435 lines
9.5 KiB
PHP
include 'opengl_const.inc'
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include 'zbuffer.inc'
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include 'zmath.inc'
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offs_X equ 0
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offs_Y equ 4
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offs_Z equ 8
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offs_W equ 12
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;enum { OP_ ## a , ... }
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sum1 equ 0
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macro ADD_OP a,b,c
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{
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OP_#a equ sum1
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sum1 equ (sum1+1)
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}
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include 'opinfo.inc'
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;initially # of allocated GLVertexes (will grow when necessary)
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POLYGON_MAX_VERTEX equ 16
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;Max # of specular light pow buffers
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MAX_SPECULAR_BUFFERS equ 8
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;# of entries in specular buffer
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SPECULAR_BUFFER_SIZE equ 1024
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;specular buffer granularity
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SPECULAR_BUFFER_RESOLUTION equ 1024
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MAX_MODELVIEW_STACK_DEPTH equ 32
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MAX_PROJECTION_STACK_DEPTH equ 8
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MAX_TEXTURE_STACK_DEPTH equ 8
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MAX_NAME_STACK_DEPTH equ 64
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MAX_TEXTURE_LEVELS equ 11
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MAX_LIGHTS equ 16
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VERTEX_HASH_SIZE equ 1031
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MAX_DISPLAY_LISTS equ 1024
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OP_BUFFER_MAX_SIZE equ 512
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TGL_OFFSET_FILL equ 0x1
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TGL_OFFSET_LINE equ 0x2
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TGL_OFFSET_POINT equ 0x4
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struct GLSpecBuf
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shininess_i dd ? ;int
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last_used dd ? ;int
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buf rd SPECULAR_BUFFER_SIZE+1 ;float[SPECULAR_BUFFER_SIZE+1]
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next dd ? ;struct GLSpecBuf*
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ends
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offs_spec_shininess_i equ 0
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offs_spec_last_used equ 4
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offs_spec_buf equ 8
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offs_spec_next equ 8+4*(SPECULAR_BUFFER_SIZE+1)
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struct GLLight
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ambient V4
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diffuse V4
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specular V4
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position V4
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spot_direction V3
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spot_exponent dd ? ;float
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spot_cutoff dd ? ;float
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attenuation rd 3 ;float[3]
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; precomputed values
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cos_spot_cutoff dd ? ;float
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norm_spot_direction V3
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norm_position V3
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; we use a linked list to know which are the enabled lights
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enabled dd ? ;int
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next dd ? ;struct GLLight*
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prev dd ? ;struct GLLight*
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ends
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offs_ligh_ambient equ 0 ;V4
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offs_ligh_diffuse equ 16 ;V4
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offs_ligh_specular equ 32 ;V4
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offs_ligh_position equ 48 ;V4
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offs_ligh_spot_direction equ 64 ;V3
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offs_ligh_spot_exponent equ 76 ;dd ?
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offs_ligh_spot_cutoff equ 80 ;dd ?
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offs_ligh_attenuation equ 84 ;rd 3
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offs_ligh_cos_spot_cutoff equ 96 ;dd ?
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offs_ligh_norm_spot_direction equ 100 ;V3
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offs_ligh_norm_position equ 112 ;V3
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offs_ligh_enabled equ 124 ;dd ?
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offs_ligh_next equ 128 ;dd ?
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offs_ligh_prev equ 132 ;dd ?
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struct GLMaterial
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emission V4
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ambient V4
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diffuse V4
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specular V4
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shininess dd ? ;float
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; computed values
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shininess_i dd ? ;int
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do_specular dd ? ;int
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ends
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offs_mate_emission equ 0 ;V4
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offs_mate_ambient equ 16 ;V4
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offs_mate_diffuse equ 32 ;V4
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offs_mate_specular equ 48 ;V4
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offs_mate_shininess equ 64 ;dd
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offs_mate_shininess_i equ 68 ;dd
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offs_mate_do_specular equ 72 ;dd
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struct GLViewport
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xmin dd ? ;int
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ymin dd ? ;int
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xsize dd ? ;int
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ysize dd ? ;int
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scale V3
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trans V3
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updated dd ? ;int
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ends
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offs_vpor_xmin equ 0
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offs_vpor_ymin equ 4
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offs_vpor_xsize equ 8
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offs_vpor_ysize equ 12
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offs_vpor_scale equ 16
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offs_vpor_trans equ 28
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offs_vpor_updated equ 40
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struct GLParamBuffer
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ops rd OP_BUFFER_MAX_SIZE ;GLParam[OP_BUFFER_MAX_SIZE]
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next dd ? ;struct GLParamBuffer*
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ends
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offs_gpbu_ops equ 0
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offs_gpbu_next equ 4*OP_BUFFER_MAX_SIZE
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struct GLList
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first_op_buffer dd ? ;GLParamBuffer*
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; TODO: extensions for an hash table or a better allocating scheme
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ends
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struct GLVertex
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edge_flag dd ? ;int
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normal V3
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coord V4
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tex_coord V4
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color V4
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; computed values
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ec V4 ; eye coordinates
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pc V4 ; coordinates in the normalized volume
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clip_code dd ? ;int ; clip code
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zp ZBufferPoint ; integer coordinates for the rasterization
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ends
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offs_vert_edge_flag equ 0
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offs_vert_normal equ 4
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offs_vert_coord equ 16
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offs_vert_tex_coord equ 32
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offs_vert_color equ 48
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offs_vert_ec equ 64
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offs_vert_pc equ 80
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offs_vert_clip_code equ 96
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offs_vert_zp equ 100
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struct GLImage
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pixmap dd ? ;void*
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xsize dd ? ;int
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ysize dd ? ;int
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xsize_log2 dd ? ;unsigned int
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s_bound dd ? ;unsigned int
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t_bound dd ? ;unsigned int
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ends
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offs_imag_pixmap equ 0
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offs_imag_xsize equ 4
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offs_imag_ysize equ 8
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offs_imag_xsize_log2 equ 12
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offs_imag_s_bound equ 16
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offs_imag_t_bound equ 20
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; textures
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TEXTURE_HASH_TABLE_SIZE equ 256 ;должно быть кратное 2, в коде берется остаток от деления (через and быстрее чем div)
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struct GLTexture
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images rb sizeof.GLImage * MAX_TEXTURE_LEVELS ;GLImage[MAX_TEXTURE_LEVELS]
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handle dd ? ;int
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next dd ? ;struct GLTexture*
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prev dd ? ;struct GLTexture*
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ends
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offs_text_images equ 0
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offs_text_handle equ sizeof.GLImage*MAX_TEXTURE_LEVELS
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offs_text_next equ 4+offs_text_handle
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offs_text_prev equ 8+offs_text_handle
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; shared state
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struct GLSharedState
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lists dd ? ;GLList**
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texture_hash_table dd ? ;GLTexture**
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ends
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; display context
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struct GLContext
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; Z buffer
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zb dd ? ;ZBuffer*
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; lights
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lights rb sizeof.GLLight * MAX_LIGHTS ;GLLight[MAX_LIGHTS]
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first_light dd ? ;GLLight*
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ambient_light_model V4
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local_light_model dd ? ;int
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lighting_enabled dd ? ;int
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light_model_two_side dd ? ;int
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; materials
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materials rb sizeof.GLMaterial * 2 ;GLMaterial[2]
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color_material_enabled dd ? ;int
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current_color_material_mode dd ? ;int
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current_color_material_type dd ? ;int
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; textures
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current_texture dd ? ;GLTexture*
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texture_2d_enabled dd ? ;int
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; shared state
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shared_state GLSharedState
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; current list
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current_op_buffer dd ? ;GLParamBuffer*
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current_op_buffer_index dd ? ;int
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exec_flag dd ? ;int
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compile_flag dd ? ;int
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print_flag dd ? ;int
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; matrix
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matrix_mode dd ? ;int режим активного вида матрицы (один из 3-х: GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE)
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matrix_stack rd 3 ;*M4[3] указатель на начало массива матриц
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matrix_stack_ptr rd 3 ;*M4[3] указатель на активную матрицу из массива
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matrix_stack_depth_max rd 3 ;int[3] максимальное число матриц в массивах matrix_stack
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matrix_model_view_inv M4
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matrix_model_projection M4
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matrix_model_projection_updated dd ? ;int
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matrix_model_projection_no_w_transform dd ? ;int
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apply_texture_matrix dd ? ;int
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; viewport
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viewport GLViewport
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; current state
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polygon_mode_back dd ? ;int
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polygon_mode_front dd ? ;int
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current_front_face dd ? ;int
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current_shade_model dd ? ;int
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current_cull_face dd ? ;int
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cull_face_enabled dd ? ;int
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normalize_enabled dd ? ;int
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draw_triangle_front dd ? ;gl_draw_triangle_func
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draw_triangle_back dd ? ;gl_draw_triangle_func
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; selection
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render_mode dd ? ;int
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select_buffer dd ? ;unsigned int*
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select_size dd ? ;int
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select_ptr dd ? ;unsigned int*
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select_hit dd ? ;unsigned int*
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select_overflow dd ? ;int
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select_hits dd ? ;int
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; names
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name_stack rd MAX_NAME_STACK_DEPTH ;unsigned int[MAX_NAME_STACK_DEPTH]
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name_stack_size dd ? ;int
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; clear
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clear_depth dd ? ;float
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clear_color V4
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; current vertex state
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current_color V4
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longcurrent_color rd 3 ;unsigned int[3] ;precomputed integer color
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current_normal V4
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current_tex_coord V4
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current_edge_flag dd ? ;int
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; glBegin / glEnd
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in_begin dd ? ;int
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begin_type dd ? ;int
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vertex_n dd ? ;int
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vertex_cnt dd ? ;int
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vertex_max dd ? ;int
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vertex dd ? ;GLVertex*
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; opengl 1.1 arrays
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vertex_array dd ? ;float*
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vertex_array_size dd ? ;int
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vertex_array_stride dd ? ;int
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normal_array dd ? ;float*
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normal_array_stride dd ? ;int
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color_array dd ? ;float*
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color_array_size dd ? ;int
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color_array_stride dd ? ;int
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texcoord_array dd ? ;float*
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texcoord_array_size dd ? ;int
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texcoord_array_stride dd ? ;int
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client_states dd ? ;int
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; opengl 1.1 polygon offset
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offset_factor dd ? ;float
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offset_units dd ? ;float
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offset_states dd ? ;int
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; specular buffer. could probably be shared between contexts,
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; but that wouldn't be 100% thread safe
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specbuf_first dd ? ;GLSpecBuf*
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specbuf_used_counter dd ? ;int
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specbuf_num_buffers dd ? ;int
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; opaque structure for user's use
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opaque dd ? ;void*
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; resize viewport function
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gl_resize_viewport dd ? ;(struct GLContext *c,int *xsize,int *ysize)
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; depth test
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depth_test dd ? ;int
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ends
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align 16
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gl_ctx dd ? ;extern GLContext*
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align 16
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proc gl_get_context
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mov eax,[gl_ctx]
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ret
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endp
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; this clip epsilon is needed to avoid some rounding errors after
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; several clipping stages
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CLIP_EPSILON dd 1.0e-5
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align 4
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proc gl_clipcode uses ebx, x:dword, y:dword, z:dword, w1:dword
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xor ebx,ebx
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fld1
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fadd dword[CLIP_EPSILON]
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fmul dword[w1]
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fcom dword[x]
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fstsw ax
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sahf
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ja @f
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or ebx,2
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@@:
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fcom dword[y]
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fstsw ax
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sahf
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ja @f
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or ebx,8
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@@:
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fcom dword[z]
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fstsw ax
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sahf
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ja @f
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or ebx,32
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@@:
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fchs
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fcom dword[x]
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fstsw ax
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sahf
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jbe @f
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or ebx,1
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@@:
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fcom dword[y]
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fstsw ax
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sahf
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jbe @f
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or ebx,4
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@@:
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fcom dword[z]
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fstsw ax
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sahf
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jbe @f
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or ebx,16
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@@:
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ffree st0
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fincstp
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mov eax,ebx
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ret
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endp
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;input:
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; rf,gf,bf - значения float
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; ri,gi,bi - адреса куда будут записаны rf,gf,bf преобразованые в int
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align 4
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proc RGBFtoRGBI uses eax, rf:dword,gf:dword,bf:dword, ri:dword,gi:dword,bi:dword
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locals
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s dd ?
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endl
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mov dword[s],(ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
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fild dword[s]
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fmul dword[rf]
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mov eax,[ri]
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fistp dword[eax]
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add dword[eax],ZB_POINT_RED_MIN
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mov dword[s],(ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
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fild dword[s]
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fmul dword[gf]
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mov eax,[gi]
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fistp dword[eax]
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add dword[eax],ZB_POINT_GREEN_MIN
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;bi = (unsigned int) (bf * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN) + ZB_POINT_BLUE_MIN);
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mov dword[s],(ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
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fild dword[s]
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fmul dword[bf]
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mov eax,[bi]
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fistp dword[eax]
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add dword[eax],ZB_POINT_BLUE_MIN
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ret
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endp
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