TINYGL: Added implementation of RasterizationDrawCall.

This commit is contained in:
Stefano Musumeci 2014-07-24 19:48:54 +02:00
parent 46ff1767ab
commit 7df4a3efa9
2 changed files with 194 additions and 1 deletions

View file

@ -1,5 +1,6 @@
#include "graphics/tinygl/zrect.h"
#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/gl.h"
void tglPresentBuffer() {
TinyGL::GLContext *c = TinyGL::gl_get_context();
@ -18,11 +19,169 @@ DrawCall::DrawCall(DrawCallType type) : _type(type) {
}
RasterizationDrawCall::RasterizationDrawCall() : DrawCall(DrawCall_Rasterization) {
TinyGL::GLContext *c = TinyGL::gl_get_context();
_vertexCount = c->vertex_cnt;
_vertex = new TinyGL::GLVertex[_vertexCount];
_drawTriangleFront = c->draw_triangle_front;
_drawTriangleBack = c->draw_triangle_back;
memcpy(_vertex, c->vertex, sizeof(TinyGL::GLVertex) * _vertexCount);
_state = loadState();
}
void RasterizationDrawCall::execute() const {
TinyGL::GLContext *c = TinyGL::gl_get_context();
TinyGL::GLVertex *prevVertex = c->vertex;
int prevVertexCount = c->vertex_cnt;
RasterizationDrawCall::RasterizationState backupState = loadState();
applyState(_state);
c->vertex = _vertex;
c->vertex_cnt = _vertexCount;
c->draw_triangle_front = (TinyGL::gl_draw_triangle_func)_drawTriangleFront;
c->draw_triangle_back = (TinyGL::gl_draw_triangle_func)_drawTriangleBack;
int n, cnt;
n = c->vertex_n;
cnt = c->vertex_cnt;
switch (c->begin_type) {
case TGL_POINTS:
gl_draw_point(c, &c->vertex[0]);
n = 0;
break;
case TGL_LINES:
if (n == 2) {
gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
n = 0;
}
break;
case TGL_LINE_STRIP:
case TGL_LINE_LOOP:
if (n == 1) {
c->vertex[2] = c->vertex[0];
} else if (n == 2) {
gl_draw_line(c, &c->vertex[0], &c->vertex[1]);
c->vertex[0] = c->vertex[1];
n = 1;
} else if (c->vertex_cnt >= 3) {
gl_draw_line(c, &c->vertex[0], &c->vertex[2]);
}
break;
case TGL_TRIANGLES:
if (n == 3) {
gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
n = 0;
}
break;
case TGL_TRIANGLE_STRIP:
if (cnt >= 3) {
if (n == 3)
n = 0;
// needed to respect triangle orientation
switch (cnt & 1) {
case 0:
gl_draw_triangle(c, &c->vertex[2], &c->vertex[1], &c->vertex[0]);
break;
case 1:
gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
break;
}
}
break;
case TGL_TRIANGLE_FAN:
if (n == 3) {
gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
c->vertex[1] = c->vertex[2];
n = 2;
}
break;
case TGL_QUADS:
if (n == 4) {
c->vertex[2].edge_flag = 0;
gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
c->vertex[2].edge_flag = 1;
c->vertex[0].edge_flag = 0;
gl_draw_triangle(c, &c->vertex[0], &c->vertex[2], &c->vertex[3]);
n = 0;
}
break;
case TGL_QUAD_STRIP:
if (n == 4) {
gl_draw_triangle(c, &c->vertex[0], &c->vertex[1], &c->vertex[2]);
gl_draw_triangle(c, &c->vertex[1], &c->vertex[3], &c->vertex[2]);
for (int i = 0; i < 2; i++)
c->vertex[i] = c->vertex[i + 2];
n = 2;
}
break;
case TGL_POLYGON: {
int i = c->vertex_cnt;
while (i >= 3) {
i--;
gl_draw_triangle(c, &c->vertex[i], &c->vertex[0], &c->vertex[i - 1]);
}
break;
}
default:
error("glBegin: type %x not handled", c->begin_type);
}
c->vertex = prevVertex;
c->vertex_cnt = prevVertexCount;
applyState(backupState);
}
RasterizationDrawCall::RasterizationState RasterizationDrawCall::loadState() const {
RasterizationState state;
TinyGL::GLContext *c = TinyGL::gl_get_context();
state.alphaTest = c->fb->isAplhaTestEnabled();
c->fb->getBlendingFactors(state.sfactor, state.dfactor);
state.enableBlending = c->fb->isBlendingEnabled();
state.alphaFunc = c->fb->getAlphaTestFunc();
state.alphaRefValue = c->fb->getAlphaTestRefVal();
state.cullFaceEnabled = c->cull_face_enabled;
state.beginType = c->begin_type;
state.colorMask = c->color_mask;
state.currentFrontFace = c->current_front_face;
state.currentShadeModel = c->current_shade_model;
state.depthTest = c->depth_test;
state.polygonModeBack = c->polygon_mode_back;
state.polygonModeFront = c->polygon_mode_front;
state.shadowMode = c->shadow_mode;
state.texture2DEnabled = c->texture_2d_enabled;
state.texture = c->current_texture;
state.shadowMaskBuf = c->fb->shadow_mask_buf;
return state;
}
void RasterizationDrawCall::applyState(const RasterizationDrawCall::RasterizationState &state) const {
TinyGL::GLContext *c = TinyGL::gl_get_context();
c->fb->setBlendingFactors(state.sfactor, state.dfactor);
c->fb->enableBlending(state.enableBlending);
c->fb->enableAlphaTest(state.alphaTest);
c->fb->setAlphaTestFunc(state.alphaFunc, state.alphaRefValue);
c->cull_face_enabled = state.cullFaceEnabled;
c->begin_type = state.beginType;
c->color_mask = state.colorMask;
c->current_front_face = state.currentFrontFace;
c->current_shade_model = state.currentShadeModel;
c->depth_test = state.depthTest;
c->polygon_mode_back = state.polygonModeBack;
c->polygon_mode_front = state.polygonModeFront;
c->shadow_mode = state.shadowMode;
c->texture_2d_enabled = state.texture2DEnabled;
c->current_texture = state.texture;
c->fb->shadow_mask_buf = state.shadowMaskBuf;
}
RasterizationDrawCall::~RasterizationDrawCall() {
delete [] _vertex;
}
void RasterizationDrawCall::execute( const Common::Rect &clippingRectangle ) const {