mirror of
https://github.com/KolibriOS/kolibrios.git
synced 2024-12-04 14:21:55 +03:00
cd74d1af33
git-svn-id: svn://kolibrios.org@5098 a494cfbc-eb01-0410-851d-a64ba20cac60
151 lines
5.1 KiB
Plaintext
151 lines
5.1 KiB
Plaintext
TinyGL 0.4 (c) 1997-2002 Fabrice Bellard.
|
|
|
|
General Description:
|
|
--------------------
|
|
|
|
TinyGL is intended to be a very small implementation of a subset of
|
|
OpenGL* for embedded systems or games. It is a software only
|
|
implementation. Only the main OpenGL calls are implemented. All the
|
|
calls I considered not important are simply *not implemented*.
|
|
|
|
The main strength of TinyGL is that it is fast and simple because it
|
|
has not to be exactly compatible with OpenGL. In particular, the
|
|
texture mapping and the geometrical transformations are very fast.
|
|
|
|
The main features of TinyGL are:
|
|
|
|
- Header compatible with OpenGL (the headers are adapted from the very good
|
|
Mesa by Brian Paul et al.)
|
|
|
|
- Zlib-like licence for easy integration in commercial designs (read
|
|
the LICENCE file).
|
|
|
|
- Subset of GLX for easy testing with X Window.
|
|
|
|
- GLX like API (NGLX) to use it with NanoX in MicroWindows/NanoX.
|
|
|
|
- Subset of BGLView under BeOS.
|
|
|
|
- OpenGL like lightening.
|
|
|
|
- Complete OpenGL selection mode handling for object picking.
|
|
|
|
- 16 bit Z buffer. 16/24/32 bit RGB rendering. High speed dithering to
|
|
paletted 8 bits if needed. High speed conversion to 24 bit packed
|
|
pixel or 32 bit RGBA if needed.
|
|
|
|
- Fast Gouraud shadding optimized for 16 bit RGB.
|
|
|
|
- Fast texture mapping capabilities, with perspective correction and
|
|
texture objects.
|
|
|
|
- 32 bit float only arithmetic.
|
|
|
|
- Very small: compiled code size of about 40 kB on x86. The file
|
|
src/zfeatures.h can be used to remove some unused features from
|
|
TinyGL.
|
|
|
|
- C sources for GCC on 32/64 bit architectures. It has been tested
|
|
succesfully on x86-Linux and sparc-Solaris.
|
|
|
|
Examples:
|
|
---------
|
|
|
|
I took three simple examples from the Mesa package to test the main
|
|
functions of TinyGL. You can link them to either TinyGL, Mesa or any
|
|
other OpenGL/GLX implementation. You can also compile them with
|
|
Microwindows.
|
|
|
|
- texobj illustrates the use of texture objects. Its shows the speed
|
|
of TinyGL in this case.
|
|
|
|
- glutmech comes from the GLUT packages. It is much bigger and slower
|
|
because it uses the lightening. I have just included some GLU
|
|
functions and suppressed the GLUT related code to make it work. It
|
|
shows the display list handling of TinyGL in particular. You can look
|
|
at the source code to learn the keys to move the robot. The key 't'
|
|
toggles between shaded rendering and wire frame.
|
|
|
|
- You can download and compile the VReng project to see that TinyGL
|
|
has been successfully used in a big project
|
|
(http://www-inf.enst.fr/vreng).
|
|
|
|
Architecture:
|
|
-------------
|
|
|
|
TinyGL is made up four main modules:
|
|
|
|
- Mathematical routines (zmath).
|
|
|
|
- OpenGL-like emulation (zgl).
|
|
|
|
- Z buffer and rasterisation (zbuffer).
|
|
|
|
- GLX interface (zglx).
|
|
|
|
To use TinyGL in an embedded system, you should look at the GLX layer
|
|
and modify it to suit your need. Adding a more user friendly
|
|
developper layer (as in Mesa) may be useful.
|
|
|
|
Notes - limitations:
|
|
--------------------
|
|
|
|
- See the file 'LIMITATIONS' to see the current functions supported by the API.
|
|
|
|
- The multithreading could be easily implemented since no global state
|
|
is maintainted. The library gets the current context with a function
|
|
which can be modified.
|
|
|
|
- The lightening is not very fast. I supposed that in most games the
|
|
lightening is computed by the 3D engine.
|
|
|
|
- Some changes are needed for 64 bit pointers for the handling of
|
|
arrays of float with the GLParam union.
|
|
|
|
- List sharing is partialy supported in the source, but not by the
|
|
current TinyGLX implementation (is it really useful ?).
|
|
|
|
- No user clipping planes are supported.
|
|
|
|
- No color index mode (no longer useful !)
|
|
|
|
- The mipmapping is not implemented.
|
|
|
|
- The perspecture correction in the mapping code does not use W but
|
|
1/Z. In any 'normal scene' it should work.
|
|
|
|
- The resizing of the viewport in TinyGLX ensures that the width and
|
|
the height are multiples of 4. This is not optimal because some pixels
|
|
of the window may not be refreshed.
|
|
|
|
Why ?
|
|
-----
|
|
|
|
TinyGL was developped as a student project for a Virtual Reality
|
|
network system called VReng (see the VReng home page at
|
|
http://www-inf.enst.fr/vreng).
|
|
|
|
At that time (January 1997), my initial project was to write my own 3D
|
|
rasterizer based on some old sources I wrote. But I realized that it
|
|
would be better to use OpenGL to work on any platform. My problem was
|
|
that I wanted to use texture mapping which was (and is still) quite
|
|
slower on many software OpenGL implementation. I could have modified
|
|
Mesa to suit my needs, but I really wanted to use my old sources for
|
|
that project.
|
|
|
|
I finally decided to use the same syntax as OpenGL but with my own
|
|
libraries, thinking that later it could ease the porting of VReng to
|
|
OpenGL.
|
|
|
|
Now VReng is at last compatible with OpenGL, and I managed to patch
|
|
TinyGL so that VReng can still work with it without any modifications.
|
|
|
|
Since TinyGL may be useful for some people, especially in the world of
|
|
embedded designs, I decided to release it 'as is', otherwise, it would
|
|
have been lost on my hard disk !
|
|
|
|
------------------------------------------------------------------------------
|
|
* OpenGL(R) is a registered trademark of Silicon Graphics, Inc.
|
|
------------------------------------------------------------------------------
|
|
Fabrice Bellard.
|