/* * This implements immediate mode over the top of glDrawArrays * current problems: * * 1. Calling glNormal(); glVertex(); glVertex(); glVertex(); will break. * 2. Mixing with glXPointer stuff will break badly * 3. This is entirely untested. */ #include #include #include "private.h" extern inline GLboolean _glRecalcFastPath(); GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE; static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES; static AlignedVector VERTICES; static AlignedVector ST_COORDS; static AlignedVector NORMALS; static uint32_t NORMAL; /* Packed normal */ static GLubyte COLOR[4] = {255, 255, 255, 255}; /* ARGB order for speed */ static GLfloat UV_COORD[2] = {0.0f, 0.0f}; static GLfloat ST_COORD[2] = {0.0f, 0.0f}; static AttribPointer VERTEX_ATTRIB; static AttribPointer DIFFUSE_ATTRIB; static AttribPointer UV_ATTRIB; static AttribPointer ST_ATTRIB; static AttribPointer NORMAL_ATTRIB; extern AttribPointer VERTEX_POINTER; extern AttribPointer UV_POINTER; extern AttribPointer ST_POINTER; extern AttribPointer NORMAL_POINTER; extern AttribPointer DIFFUSE_POINTER; /* We store the list of attributes that have been "enabled" by a call to glColor, glNormal, glTexCoord etc. otherwise we already have defaults that can be applied faster */ static GLuint IM_ENABLED_VERTEX_ATTRIBUTES = 0; static inline uint32_t pack_vertex_attribute_vec3_1i(float x, float y, float z) { const float w = 0.0f; const uint32_t xs = x < 0; const uint32_t ys = y < 0; const uint32_t zs = z < 0; const uint32_t ws = w < 0; uint32_t vi = ws << 31 | ((uint32_t)(w + (ws << 1)) & 1) << 30 | zs << 29 | ((uint32_t)(z * 511 + (zs << 9)) & 511) << 20 | ys << 19 | ((uint32_t)(y * 511 + (ys << 9)) & 511) << 10 | xs << 9 | ((uint32_t)(x * 511 + (xs << 9)) & 511); return vi; } void _glInitImmediateMode(GLuint initial_size) { aligned_vector_init(&VERTICES, sizeof(GLVertexKOS)); aligned_vector_init(&ST_COORDS, sizeof(GLfloat)); aligned_vector_init(&NORMALS, sizeof(GLuint)); aligned_vector_reserve(&VERTICES, initial_size); aligned_vector_reserve(&ST_COORDS, initial_size * 2); aligned_vector_reserve(&NORMALS, initial_size); VERTEX_ATTRIB.ptr = VERTICES.data + sizeof(uint32_t); VERTEX_ATTRIB.size = 3; VERTEX_ATTRIB.type = GL_FLOAT; VERTEX_ATTRIB.stride = 32; UV_ATTRIB.ptr = VERTEX_ATTRIB.ptr + (sizeof(GLfloat) * 3); UV_ATTRIB.stride = 32; UV_ATTRIB.type = GL_FLOAT; UV_ATTRIB.size = 2; DIFFUSE_ATTRIB.ptr = VERTEX_ATTRIB.ptr + (sizeof(GLfloat) * 5); DIFFUSE_ATTRIB.size = GL_BGRA; /* Flipped color order */ DIFFUSE_ATTRIB.type = GL_UNSIGNED_BYTE; DIFFUSE_ATTRIB.stride = 32; NORMAL_ATTRIB.ptr = NORMALS.data; NORMAL_ATTRIB.stride = 0; NORMAL_ATTRIB.type = GL_UNSIGNED_INT_2_10_10_10_REV; NORMAL_ATTRIB.size = 1; ST_ATTRIB.ptr = ST_COORDS.data; ST_ATTRIB.stride = 0; ST_ATTRIB.type = GL_FLOAT; ST_ATTRIB.size = 2; NORMAL = pack_vertex_attribute_vec3_1i(0.0f, 0.0f, 1.0f); } void APIENTRY glBegin(GLenum mode) { if(IMMEDIATE_MODE_ACTIVE) { _glKosThrowError(GL_INVALID_OPERATION, __func__); _glKosPrintError(); return; } IMMEDIATE_MODE_ACTIVE = GL_TRUE; ACTIVE_POLYGON_MODE = mode; } void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[A8IDX] = (GLubyte)(a * 255.0f); COLOR[R8IDX] = (GLubyte)(r * 255.0f); COLOR[G8IDX] = (GLubyte)(g * 255.0f); COLOR[B8IDX] = (GLubyte)(b * 255.0f); } void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[A8IDX] = a; COLOR[R8IDX] = r; COLOR[G8IDX] = g; COLOR[B8IDX] = b; } void APIENTRY glColor4fv(const GLfloat* v) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[B8IDX] = (GLubyte)(v[2] * 255); COLOR[G8IDX] = (GLubyte)(v[1] * 255); COLOR[R8IDX] = (GLubyte)(v[0] * 255); COLOR[A8IDX] = (GLubyte)(v[3] * 255); } void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[B8IDX] = (GLubyte)(b * 255); COLOR[G8IDX] = (GLubyte)(g * 255); COLOR[R8IDX] = (GLubyte)(r * 255); COLOR[A8IDX] = 255; } void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[A8IDX] = 255; COLOR[R8IDX] = red; COLOR[G8IDX] = green; COLOR[B8IDX] = blue; } void APIENTRY glColor3ubv(const GLubyte *v) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[A8IDX] = 255; COLOR[R8IDX] = v[0]; COLOR[G8IDX] = v[1]; COLOR[B8IDX] = v[2]; } void APIENTRY glColor3fv(const GLfloat* v) { IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG; COLOR[A8IDX] = 255; COLOR[R8IDX] = (GLubyte)(v[0] * 255); COLOR[G8IDX] = (GLubyte)(v[1] * 255); COLOR[B8IDX] = (GLubyte)(v[2] * 255); } void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) { IM_ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG; GLVertexKOS* vert = aligned_vector_extend(&VERTICES, 1); vert->x = x; vert->y = y; vert->z = z; vert->u = UV_COORD[0]; vert->v = UV_COORD[1]; *((uint32_t*) vert->bgra) = *((uint32_t*) COLOR); if(IM_ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) { GLuint* n = aligned_vector_extend(&NORMALS, 1); *n = NORMAL; } if(IM_ENABLED_VERTEX_ATTRIBUTES & ST_ENABLED_FLAG) { GLfloat* st = aligned_vector_extend(&ST_COORDS, 2); st[0] = ST_COORD[0]; st[1] = ST_COORD[1]; } } void APIENTRY glVertex3fv(const GLfloat* v) { glVertex3f(v[0], v[1], v[2]); } void APIENTRY glVertex2f(GLfloat x, GLfloat y) { glVertex3f(x, y, 0.0f); } void APIENTRY glVertex2fv(const GLfloat* v) { glVertex2f(v[0], v[1]); } void APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) { _GL_UNUSED(w); glVertex3f(x, y, z); } void APIENTRY glVertex4fv(const GLfloat* v) { glVertex4f(v[0], v[1], v[2], v[3]); } void APIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) { if(target == GL_TEXTURE0) { IM_ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG; UV_COORD[0] = s; UV_COORD[1] = t; } else if(target == GL_TEXTURE1) { IM_ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG; ST_COORD[0] = s; ST_COORD[1] = t; } else { _glKosThrowError(GL_INVALID_ENUM, __func__); _glKosPrintError(); return; } } void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) { IM_ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG; UV_COORD[0] = u; UV_COORD[1] = v; } void APIENTRY glTexCoord2fv(const GLfloat* v) { glTexCoord2f(v[0], v[1]); } void APIENTRY glNormal3f(GLfloat x, GLfloat y, GLfloat z) { IM_ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG; NORMAL = pack_vertex_attribute_vec3_1i(x, y, z); } void APIENTRY glNormal3fv(const GLfloat* v) { IM_ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG; glNormal3f(v[0], v[1], v[2]); } void APIENTRY glEnd() { IMMEDIATE_MODE_ACTIVE = GL_FALSE; /* Resizing could have invalidated these pointers */ VERTEX_ATTRIB.ptr = VERTICES.data + sizeof(uint32_t); UV_ATTRIB.ptr = VERTEX_ATTRIB.ptr + (sizeof(GLfloat) * 3); DIFFUSE_ATTRIB.ptr = VERTEX_ATTRIB.ptr + (sizeof(GLfloat) * 5); NORMAL_ATTRIB.ptr = NORMALS.data; ST_ATTRIB.ptr = ST_COORDS.data; GLuint* attrs = &ENABLED_VERTEX_ATTRIBUTES; /* Stash existing values */ AttribPointer vptr = VERTEX_POINTER; AttribPointer dptr = DIFFUSE_POINTER; AttribPointer nptr = NORMAL_POINTER; AttribPointer uvptr = UV_POINTER; AttribPointer stptr = ST_POINTER; GLuint prevAttrs = *attrs; /* Switch to our immediate mode arrays */ VERTEX_POINTER = VERTEX_ATTRIB; DIFFUSE_POINTER = DIFFUSE_ATTRIB; NORMAL_POINTER = NORMAL_ATTRIB; UV_POINTER = UV_ATTRIB; ST_POINTER = ST_ATTRIB; *attrs = IM_ENABLED_VERTEX_ATTRIBUTES; #ifndef NDEBUG /* If we're not debugging, set to true - we assume we haven't broken it! */ FAST_PATH_ENABLED = GL_TRUE; #else // Immediate mode should always activate the fast path GLboolean fastPathEnabled = _glRecalcFastPath(); assert(fastPathEnabled); #endif glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size); /* Restore everything */ VERTEX_POINTER = vptr; DIFFUSE_POINTER = dptr; NORMAL_POINTER = nptr; UV_POINTER = uvptr; ST_POINTER = stptr; *attrs = prevAttrs; /* Clear arrays for next polys */ aligned_vector_clear(&VERTICES); aligned_vector_clear(&ST_COORDS); aligned_vector_clear(&NORMALS); } void APIENTRY glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) { glBegin(GL_QUADS); glVertex2f(x1, y1); glVertex2f(x2, y1); glVertex2f(x2, y2); glVertex2f(x1, y2); glEnd(); } void APIENTRY glRectfv(const GLfloat *v1, const GLfloat *v2) { glBegin(GL_QUADS); glVertex2f(v1[0], v1[1]); glVertex2f(v2[0], v1[1]); glVertex2f(v2[0], v2[1]); glVertex2f(v1[0], v2[1]); glEnd(); } void APIENTRY glRecti(GLint x1, GLint y1, GLint x2, GLint y2) { return glRectf((GLfloat)x1, (GLfloat)y1, (GLfloat)x2, (GLfloat)y2); } void APIENTRY glRectiv(const GLint *v1, const GLint *v2) { return glRectfv((const GLfloat *)v1, (const GLfloat *)v2); }