scummvm/graphics/tinygl/zbuffer.h

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2009-05-25 12:28:16 +00:00
#ifndef GRAPHICS_TINYGL_ZBUFFER_H_
#define GRAPHICS_TINYGL_ZBUFFER_H_
#include "graphics/pixelbuffer.h"
namespace TinyGL {
// Z buffer
#define ZB_Z_BITS 16
#define ZB_POINT_Z_FRAC_BITS 14
#define ZB_POINT_S_MIN ( (1 << 13) )
#define ZB_POINT_S_MAX ( (1 << 22) - (1 << 13) )
#define ZB_POINT_T_MIN ( (1 << 21) )
#define ZB_POINT_T_MAX ( (1 << 30) - (1 << 21) )
#define ZB_POINT_RED_MIN ( (1 << 10) )
#define ZB_POINT_RED_MAX ( (1 << 16) - (1 << 10) )
#define ZB_POINT_GREEN_MIN ( (1 << 9) )
#define ZB_POINT_GREEN_MAX ( (1 << 16) - (1 << 9) )
#define ZB_POINT_BLUE_MIN ( (1 << 10) )
#define ZB_POINT_BLUE_MAX ( (1 << 16) - (1 << 10) )
// display modes
#define ZB_MODE_5R6G5B 1 // true color 16 bits
#define RGB_TO_PIXEL(r,g,b) zb->cmode.RGBToColor(r, g, b)
typedef byte PIXEL;
#define PSZSH 4
extern uint8 PSZB;
struct Buffer {
byte *pbuf;
unsigned int *zbuf;
bool used;
};
struct ZBuffer {
int xsize, ysize;
int linesize; // line size, in bytes
Graphics::PixelFormat cmode;
int pixelbits;
int pixelbytes;
Buffer buffer;
unsigned int *zbuf;
unsigned char *shadow_mask_buf;
int shadow_color_r;
int shadow_color_g;
int shadow_color_b;
Graphics::PixelBuffer pbuf;
int frame_buffer_allocated;
unsigned char *dctable;
int *ctable;
Graphics::PixelBuffer current_texture;
};
struct ZBufferPoint {
int x, y, z; // integer coordinates in the zbuffer
int s, t; // coordinates for the mapping
int r, g, b; // color indexes
float sz, tz; // temporary coordinates for mapping
};
// zbuffer.c
Buffer *ZB_genOffscreenBuffer(ZBuffer *zb);
void ZB_delOffscreenBuffer(ZBuffer *zb, Buffer *buffer);
/**
* Blit the buffer to the screen buffer, checking the depth of the pixels.
* Eack pixel is copied if and only if its depth value is bigger than the
* depth value of the screen pixel, so if it is 'above'.
*/
void ZB_blitOffscreenBuffer(ZBuffer *zb, Buffer *buffer);
void ZB_selectOffscreenBuffer(ZBuffer *zb, Buffer *buffer);
void ZB_clearOffscreenBuffer(ZBuffer *zb, Buffer *buffer);
ZBuffer *ZB_open(int xsize, int ysize, const Graphics::PixelBuffer &buffer);
void ZB_close(ZBuffer *zb);
void ZB_resize(ZBuffer *zb, void *frame_buffer, int xsize, int ysize);
void ZB_clear(ZBuffer *zb, int clear_z, int z, int clear_color, int r, int g, int b);
// linesize is in BYTES
void ZB_copyFrameBuffer(ZBuffer *zb, void *buf, int linesize);
// zline.c
void ZB_plot(ZBuffer *zb, ZBufferPoint *p);
void ZB_line(ZBuffer *zb, ZBufferPoint *p1, ZBufferPoint *p2);
void ZB_line_z(ZBuffer *zb, ZBufferPoint *p1, ZBufferPoint *p2);
// ztriangle.c */
void ZB_setTexture(ZBuffer *zb, const Graphics::PixelBuffer &texture);
void ZB_fillTriangleDepthOnly(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleFlat(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleFlatShadowMask(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleFlatShadow(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleSmooth(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleMapping(ZBuffer *zb, ZBufferPoint *p1,
ZBufferPoint *p2, ZBufferPoint *p3);
void ZB_fillTriangleMappingPerspective(ZBuffer *zb, ZBufferPoint *p0,
ZBufferPoint *p1, ZBufferPoint *p2);
typedef void (*ZB_fillTriangleFunc)(ZBuffer *, ZBufferPoint *,
ZBufferPoint *, ZBufferPoint *);
// memory.c
void gl_free(void *p);
void *gl_malloc(int size);
void *gl_zalloc(int size);
} // end of namespace TinyGL
#endif