GLdc/GL/immediate.c

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/*
* 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/gl.h"
#include "private.h"
static GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE;
static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES;
static AlignedVector VERTICES;
static AlignedVector COLOURS;
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static AlignedVector TEXCOORDS;
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static AlignedVector NORMALS;
void initImmediateMode() {
aligned_vector_init(&VERTICES, sizeof(GLfloat));
aligned_vector_init(&COLOURS, sizeof(GLfloat));
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aligned_vector_init(&TEXCOORDS, sizeof(GLfloat));
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aligned_vector_init(&NORMALS, sizeof(GLfloat));
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}
GLubyte checkImmediateModeInactive(const char* func) {
/* Returns 1 on error */
if(IMMEDIATE_MODE_ACTIVE) {
_glKosThrowError(GL_INVALID_OPERATION, func);
_glKosPrintError();
return 1;
}
return 0;
}
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) {
aligned_vector_push_back(&COLOURS, &r, 1);
aligned_vector_push_back(&COLOURS, &g, 1);
aligned_vector_push_back(&COLOURS, &b, 1);
aligned_vector_push_back(&COLOURS, &a, 1);
}
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void APIENTRY glColor4fv(const GLfloat* v) {
glColor4f(v[0], v[1], v[2], v[3]);
}
void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
static float a = 1.0f;
glColor4f(r, g, b, a);
}
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void APIENTRY glColor3fv(const GLfloat* v) {
glColor3f(v[0], v[1], v[2]);
}
void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
aligned_vector_push_back(&VERTICES, &x, 1);
aligned_vector_push_back(&VERTICES, &y, 1);
aligned_vector_push_back(&VERTICES, &z, 1);
}
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void APIENTRY glVertex3fv(const GLfloat* v) {
glVertex3f(v[0], v[1], v[2]);
}
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void APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
aligned_vector_push_back(&VERTICES, &x, 1);
aligned_vector_push_back(&VERTICES, &y, 1);
aligned_vector_push_back(&VERTICES, &z, 1);
}
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void APIENTRY glVertex4fv(const GLfloat* v) {
glVertex4f(v[0], v[1], v[2], v[3]);
}
void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) {
aligned_vector_push_back(&TEXCOORDS, &u, 1);
aligned_vector_push_back(&TEXCOORDS, &v, 1);
}
void APIENTRY glTexCoord2fv(const GLfloat* v) {
glTexCoord2f(v[0], v[1]);
}
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void APIENTRY glNormal3f(GLfloat x, GLfloat y, GLfloat z) {
aligned_vector_push_back(&NORMALS, &x, 1);
aligned_vector_push_back(&NORMALS, &y, 1);
aligned_vector_push_back(&NORMALS, &z, 1);
}
void APIENTRY glNormal3fv(const GLfloat* v) {
glNormal3f(v[0], v[1], v[2]);
}
void APIENTRY glEnd() {
IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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/* FIXME: Push pointer state */
glVertexPointer(3, GL_FLOAT, 0, VERTICES.data);
glColorPointer(4, GL_FLOAT, 0, COLOURS.data);
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glNormalPointer(GL_FLOAT, 0, NORMALS.data);
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glClientActiveTextureARB(GL_TEXTURE0);
glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORDS.data);
glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3);
aligned_vector_clear(&VERTICES);
aligned_vector_clear(&COLOURS);
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aligned_vector_clear(&TEXCOORDS);
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aligned_vector_clear(&NORMALS);
/* FIXME: Pop pointers */
}