scummvm/graphics/tinygl/zbuffer.cpp

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/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on, or a modified version of code from TinyGL (C) 1997-1998 Fabrice Bellard,
* which is licensed under the zlib-license (see LICENSE).
* It also has modifications by the ResidualVM-team, which are covered under the GPLv2 (or later).
*/
// Z buffer: 16,32 bits Z / 16 bits color
#include "common/scummsys.h"
#include "common/endian.h"
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#include "graphics/tinygl/zbuffer.h"
#include "graphics/tinygl/zgl.h"
namespace TinyGL {
// adr must be aligned on an 'int'
void memset_s(void *adr, int val, int count) {
int n, v;
unsigned int *p;
unsigned short *q;
p = (unsigned int *)adr;
v = val | (val << 16);
n = count >> 3;
for (int 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 (int i = 0; i < n; i++)
*q++ = val;
}
void memset_l(void *adr, int val, int count) {
int n, v;
unsigned int *p;
p = (unsigned int *)adr;
v = val;
n = count >> 2;
for (int i = 0; i < n; i++) {
p[0] = v;
p[1] = v;
p[2] = v;
p[3] = v;
p += 4;
}
n = count & 3;
for (int i = 0; i < n; i++)
*p++ = val;
}
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FrameBuffer::FrameBuffer(int width, int height, const Graphics::PixelBuffer &frame_buffer) : _depthWrite(true) {
int size;
this->xsize = width;
this->ysize = height;
this->cmode = frame_buffer.getFormat();
this->pixelbytes = this->cmode.bytesPerPixel;
this->pixelbits = this->cmode.bytesPerPixel * 8;
this->linesize = (xsize * this->pixelbytes + 3) & ~3;
this->setScissorRectangle(0, xsize, 0, ysize);
size = this->xsize * this->ysize * sizeof(unsigned int);
this->_zbuf = (unsigned int *)gl_malloc(size);
if (!frame_buffer) {
byte *pixelBuffer = (byte *)gl_malloc(this->ysize * this->linesize);
this->pbuf.set(this->cmode, pixelBuffer);
this->frame_buffer_allocated = 1;
} else {
this->frame_buffer_allocated = 0;
this->pbuf = frame_buffer;
}
this->current_texture = NULL;
this->shadow_mask_buf = NULL;
this->buffer.pbuf = this->pbuf.getRawBuffer();
this->buffer.zbuf = this->_zbuf;
_blendingEnabled = false;
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_alphaTestEnabled = false;
_depthTestEnabled = false;
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_depthFunc = TGL_LESS;
}
FrameBuffer::~FrameBuffer() {
if (frame_buffer_allocated)
pbuf.free();
gl_free(_zbuf);
}
Buffer *FrameBuffer::genOffscreenBuffer() {
Buffer *buf = (Buffer *)gl_malloc(sizeof(Buffer));
buf->pbuf = (byte *)gl_malloc(this->ysize * this->linesize);
int size = this->xsize * this->ysize * sizeof(unsigned int);
buf->zbuf = (unsigned int *)gl_malloc(size);
return buf;
}
void FrameBuffer::delOffscreenBuffer(Buffer *buf) {
gl_free(buf->pbuf);
gl_free(buf->zbuf);
gl_free(buf);
}
void FrameBuffer::clear(int clearZ, int z, int clearColor, int r, int g, int b) {
if (clearZ) {
memset_l(this->_zbuf, z, this->xsize * this->ysize);
}
if (clearColor) {
byte *pp = this->pbuf.getRawBuffer();
uint32 color = this->cmode.RGBToColor(r, g, b);
for (int y = 0; y < this->ysize; y++) {
memset_s(pp, color, this->xsize);
pp = pp + this->linesize;
}
}
}
void FrameBuffer::clearRegion(int x, int y, int w, int h, int clearZ, int z, int clearColor, int r, int g, int b) {
if (clearZ) {
for (int row = y; row < y + h; row++) {
memset_l(this->_zbuf + x + (row * this->xsize), z, w);
}
}
if (clearColor) {
byte *pp = this->pbuf.getRawBuffer() + y * this->linesize;
uint32 color = this->cmode.RGBToColor(r, g, b);
for (int row = y; row < y + h; row++) {
memset_s(pp + x * this->pixelbytes, color, w);
pp = pp + this->linesize;
}
}
}
void FrameBuffer::blitOffscreenBuffer(Buffer *buf) {
// TODO: could be faster, probably.
if (buf->used) {
for (int i = 0; i < this->xsize * this->ysize; ++i) {
unsigned int d1 = buf->zbuf[i];
unsigned int d2 = this->_zbuf[i];
if (d1 > d2) {
const int offset = i * this->pixelbytes;
memcpy(this->pbuf.getRawBuffer() + offset, buf->pbuf + offset, this->pixelbytes);
memcpy(this->_zbuf + i, buf->zbuf + i, sizeof(int));
}
}
}
}
void FrameBuffer::selectOffscreenBuffer(Buffer *buf) {
if (buf) {
this->pbuf = buf->pbuf;
this->_zbuf = buf->zbuf;
buf->used = true;
} else {
this->pbuf = this->buffer.pbuf;
this->_zbuf = this->buffer.zbuf;
}
}
void FrameBuffer::clearOffscreenBuffer(Buffer *buf) {
memset(buf->pbuf, 0, this->ysize * this->linesize);
memset(buf->zbuf, 0, this->ysize * this->xsize * sizeof(unsigned int));
buf->used = false;
}
void FrameBuffer::setTexture(const Graphics::PixelBuffer &texture) {
current_texture = texture;
}
} // end of namespace TinyGL