Start reimplementing immediate mode and removing dead code

This commit is contained in:
Luke Benstead 2018-05-12 14:39:20 +01:00
parent e96d379796
commit 146be442f4
11 changed files with 93 additions and 393 deletions

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@ -67,6 +67,7 @@ void APIENTRY glKosInit() {
initAttributePointers();
initContext();
initLights();
initImmediateMode();
_glKosInitMatrix();
_glKosInitTextures();

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@ -0,0 +1,58 @@
#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;
void initImmediateMode() {
aligned_vector_init(&VERTICES, sizeof(GLfloat));
aligned_vector_init(&COLOURS, sizeof(GLfloat));
}
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);
}
void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
static float a = 1.0f;
glColor4f(r, g, b, a);
}
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);
}
void APIENTRY glEnd() {
IMMEDIATE_MODE_ACTIVE = GL_FALSE;
/* FIXME: Push pointers */
glVertexPointer(3, GL_FLOAT, 0, VERTICES.data);
glColorPointer(4, GL_FLOAT, 0, COLOURS.data);
glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3);
aligned_vector_clear(&VERTICES);
aligned_vector_clear(&COLOURS);
/* FIXME: Pop pointers */
}

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@ -71,6 +71,7 @@ PolyList *activePolyList();
void initAttributePointers();
void initContext();
void initLights();
void initImmediateMode();
pvr_poly_cxt_t* getPVRContext();
GLubyte _glKosInitTextures();

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@ -395,3 +395,35 @@ void APIENTRY glScissor(GLint x, GLint y, GLsizei width, GLsizei height) {
c->ey = CLAMP((maxy / 32) - 1, 0, vid_mode->height / 32);
}
GLboolean APIENTRY glIsEnabled(GLenum cap) {
switch(cap) {
case GL_DEPTH_TEST:
return DEPTH_TEST_ENABLED;
case GL_SCISSOR_TEST:
return GL_CONTEXT.gen.clip_mode == PVR_USERCLIP_INSIDE;
case GL_CULL_FACE:
return CULLING_ENABLED;
case GL_LIGHTING:
return LIGHTING_ENABLED;
case GL_BLEND:
return BLEND_ENABLED;
}
return GL_FALSE;
}
void APIENTRY glGetIntegerv(GLenum pname, GLint *params) {
switch(pname) {
case GL_MAX_LIGHTS:
*params = MAX_LIGHTS;
break;
case GL_TEXTURE_BINDING_2D:
*params = getBoundTexture()->index;
break;
default:
_glKosThrowError(GL_INVALID_ENUM, "glGetIntegerv");
_glKosPrintError();
break;
}
}

170
gl-api.c
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@ -248,18 +248,10 @@ void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
GL_KOS_VERTEX_COLOR = a << 24 | r << 16 | g << 8 | b;
}
void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
GL_KOS_VERTEX_COLOR = PVR_PACK_COLOR(1.0f, r, g, b);
}
void APIENTRY glColor3fv(const GLfloat *rgb) {
GL_KOS_VERTEX_COLOR = PVR_PACK_COLOR(1.0f, rgb[0], rgb[1], rgb[2]);
}
void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
GL_KOS_VERTEX_COLOR = PVR_PACK_COLOR(a, r, g, b);
}
void APIENTRY glColor4fv(const GLfloat *rgba) {
GL_KOS_VERTEX_COLOR = PVR_PACK_COLOR(rgba[3], rgba[0], rgba[1], rgba[2]);
}
@ -296,8 +288,6 @@ void APIENTRY glTexCoord2fv(const GLfloat *uv) {
//== Vertex Position Submission Functions ==//
void APIENTRY(*glVertex3f)(GLfloat, GLfloat, GLfloat);
void APIENTRY(*glVertex3fv)(const GLfloat *);
void APIENTRY glVertex2f(GLfloat x, GLfloat y) {
@ -371,92 +361,6 @@ void APIENTRY glKosVertex2fv(const GLfloat *xy) {
//====================================================================================================//
//== GL Begin / End ==//
void APIENTRY glBegin(GLenum mode) {
_glKosMatrixApplyRender();
_glKosArrayBufReset();
_glKosEnabledTexture2D() ? _glKosCompileHdrTx() : _glKosCompileHdr();
GL_KOS_VERTEX_MODE = mode;
GL_KOS_VERTEX_COUNT = 0;
if(mode == GL_POINTS) {
glVertex3f = _glKosVertex3fp;
glVertex3fv = _glKosVertex3fpv;
}
else if(_glKosEnabledNearZClip()
&& _glKosEnabledLighting()) {
glVertex3f = _glKosVertex3flc;
glVertex3fv = _glKosVertex3flcv;
}
else if(_glKosEnabledLighting()) {
glVertex3f = _glKosVertex3fl;
glVertex3fv = _glKosVertex3flv;
}
else if(_glKosEnabledNearZClip()) {
glVertex3f = _glKosVertex3fc;
glVertex3fv = _glKosVertex3fcv;
}
else {
glVertex3f = _glKosVertex3ft;
glVertex3fv = _glKosVertex3ftv;
}
}
void APIENTRY glEnd() {
if(_glKosEnabledNearZClip()) { /* Z-Clipping Enabled */
if(_glKosEnabledLighting()) {
_glKosVertexComputeLighting(_glKosClipBufAddress(), GL_KOS_VERTEX_COUNT);
_glKosMatrixLoadRender();
}
GLuint cverts;
pvr_vertex_t *v = _glKosVertexBufPointer();
switch(GL_KOS_VERTEX_MODE) {
case GL_TRIANGLES:
cverts = _glKosClipTriangles(_glKosClipBufAddress(), v, GL_KOS_VERTEX_COUNT);
_glKosTransformClipBuf(v, cverts);
_glKosVertexBufAdd(cverts);
break;
case GL_TRIANGLE_STRIP:
cverts = _glKosClipTriangleStrip(_glKosClipBufAddress(), v, GL_KOS_VERTEX_COUNT);
_glKosTransformClipBuf(v, cverts);
_glKosVertexBufAdd(cverts);
break;
case GL_QUADS:
cverts = _glKosClipQuads(_glKosClipBufAddress(), v, GL_KOS_VERTEX_COUNT);
_glKosTransformClipBuf(v, cverts);
_glKosVertexBufAdd(cverts);
break;
}
_glKosClipBufReset();
}
else { /* No Z-Clipping Enabled */
if(_glKosEnabledLighting())
_glKosVertexComputeLighting((pvr_vertex_t *)_glKosVertexBufPointer() - GL_KOS_VERTEX_COUNT, GL_KOS_VERTEX_COUNT);
switch(GL_KOS_VERTEX_MODE) {
case GL_TRIANGLES:
_glKosFlagsSetTriangle();
break;
case GL_TRIANGLE_STRIP:
_glKosFlagsSetTriangleStrip();
break;
case GL_QUADS:
_glKosFlagsSetQuad();
break;
}
}
}
//====================================================================================================//
//== Misc. functions ==//
@ -715,12 +619,6 @@ static inline void _glKosApplyBlendFunc() {
}
}
static inline void _glKosApplyTextureFunc(GL_TEXTURE_OBJECT *tex) {
GL_KOS_POLY_CXT.txr.uv_clamp = tex->uv_clamp;
GL_KOS_POLY_CXT.txr.mipmap = tex->mip_map ? 1 : 0;
GL_KOS_POLY_CXT.txr.mipmap_bias = PVR_MIPBIAS_NORMAL;
}
void _glKosCompileHdr() {
pvr_poly_hdr_t *hdr = _glKosVertexBufPointer();
@ -742,74 +640,6 @@ void _glKosCompileHdr() {
_glKosVertexBufIncrement();
}
void _glKosCompileHdrT(GL_TEXTURE_OBJECT *tex) {
pvr_poly_hdr_t *hdr = _glKosVertexBufPointer();
pvr_poly_cxt_txr(&GL_KOS_POLY_CXT,
_glKosList() * 2,
tex->color,
tex->width,
tex->height,
tex->data,
tex->filter);
GL_KOS_POLY_CXT.gen.shading = GL_KOS_SHADE_FUNC;
_glKosApplyDepthFunc();
_glKosApplyScissorFunc();
_glKosApplyFogFunc();
_glKosApplyCullingFunc();
_glKosApplyBlendFunc();
_glKosApplyTextureFunc(tex);
if(_glKosEnabledBlend())
GL_KOS_POLY_CXT.txr.env = tex->env;
pvr_poly_compile(hdr, &GL_KOS_POLY_CXT);
if(GL_KOS_SUPERSAMPLE)
hdr->mode2 |= GL_PVR_SAMPLE_SUPER << PVR_TA_SUPER_SAMPLE_SHIFT;
_glKosVertexBufIncrement();
}
void _glKosCompileHdrMT(pvr_poly_hdr_t *dst, GL_TEXTURE_OBJECT *tex) {
pvr_poly_cxt_txr(&GL_KOS_POLY_CXT,
PVR_LIST_TR_POLY,
tex->color,
tex->width,
tex->height,
tex->data,
tex->filter);
GL_KOS_POLY_CXT.gen.shading = GL_KOS_SHADE_FUNC;
_glKosApplyDepthFunc();
_glKosApplyScissorFunc();
_glKosApplyFogFunc();
_glKosApplyCullingFunc();
_glKosApplyTextureFunc(tex);
GL_KOS_POLY_CXT.blend.src = (GL_KOS_BLEND_FUNC & 0xF0) >> 4;
GL_KOS_POLY_CXT.blend.dst = (GL_KOS_BLEND_FUNC & 0x0F);
GL_KOS_POLY_CXT.txr.env = tex->env;
pvr_poly_compile(dst, &GL_KOS_POLY_CXT);
if(GL_KOS_SUPERSAMPLE)
dst->mode2 |= GL_PVR_SAMPLE_SUPER << PVR_TA_SUPER_SAMPLE_SHIFT;
}
//====================================================================================================//
//== Internal GL KOS API State Functions ==//

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@ -25,18 +25,6 @@ typedef struct {
GLfloat s, t, r, q;
} glTexCoord4f; /* 3D Texture Coordinate */
typedef struct {
GLushort width;
GLushort height;
GLuint color; /* This is the PVR texture format */
GLubyte env;
GLubyte filter;
GLubyte mip_map;
GLubyte uv_clamp;
GLuint index;
GLvoid *data;
} GL_TEXTURE_OBJECT; /* KOS Open GL Texture Object */
typedef struct {
GLuint texID;
GLsizei index;
@ -95,8 +83,6 @@ unsigned char _glKosInitTextures();
void _glKosCompileHdr();
void _glKosCompileHdrTx();
void _glKosCompileHdrMTx();
void _glKosCompileHdrT(GL_TEXTURE_OBJECT *tex);
void _glKosCompileHdrMT(pvr_poly_hdr_t *dst, GL_TEXTURE_OBJECT *tex);
/* Clipping Internal Functions */
void _glKosTransformClipBuf(pvr_vertex_t *v, GLuint verts);
@ -207,14 +193,8 @@ GLuint _glKosVertexColor();
GLubyte _glKosMaxTextureUnits();
GLubyte _glKosEnabledTextureMatrix();
GL_TEXTURE_OBJECT *_glKosBoundMultiTexObject();
GL_TEXTURE_OBJECT *_glKosBoundTexObject();
GLuint _glKosActiveTextureBoundTexID();
void _glKosPushMultiTexObject(GL_TEXTURE_OBJECT *tex,
pvr_vertex_t *src,
GLuint count);
static inline void _glKosVertexCopyPVR(const pvr_vertex_t *src, pvr_vertex_t *dst) {
*dst = *src;
}

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@ -826,19 +826,6 @@ static GLuint _glKosArraysApplyClipping(GLfloat *uvsrc, GLuint uvstride, GLenum
return count;
}
static inline void _glKosArraysApplyMultiTexture(GLenum mode, GLuint count) {
if(GL_KOS_VERTEX_PTR_MODE & GL_KOS_USE_TEXTURE1) {
GL_TEXTURE_OBJECT* tex = _glKosBoundMultiTexObject();
if(tex) {
_glKosPushMultiTexObject(tex,
(pvr_vertex_t *)_glKosVertexBufPointer(),
count);
if(mode == GL_QUADS)
_glKosArraysSwizzleQuadsMultiTex(count);
}
}
}
static inline void _glKosArraysApplyVertexFlags(GLenum mode, pvr_vertex_t *dst, GLuint count) {
switch(mode) {

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@ -114,101 +114,6 @@ static GLbitfield GL_KOS_ENABLE_CAP = 0;
// }
//}
GLboolean APIENTRY glIsEnabled(GLenum cap) {
if(cap >= GL_LIGHT0 && cap <= GL_LIGHT15) return _glKosIsLightEnabled(cap & 0xFF);
switch(cap) {
case GL_DEPTH_TEST:
return _glKosEnabledDepthTest() ? GL_TRUE : GL_FALSE;
case GL_SCISSOR_TEST:
return _glKosEnabledScissorTest() ? GL_TRUE : GL_FALSE;
case GL_CULL_FACE:
return _glKosEnabledCulling() ? GL_TRUE : GL_FALSE;
case GL_FOG:
return _glKosEnabledFog() ? GL_TRUE : GL_FALSE;
case GL_LIGHTING:
return _glKosEnabledLighting() ? GL_TRUE : GL_FALSE;
case GL_KOS_NEARZ_CLIPPING:
return _glKosEnabledNearZClip() ? GL_TRUE : GL_FALSE;
case GL_TEXTURE_2D:
return _glKosEnabledTexture2D() ? GL_TRUE : GL_FALSE;
case GL_BLEND:
return _glKosEnabledBlend() ? GL_TRUE : GL_FALSE;
case GL_KOS_TEXTURE_MATRIX:
return _glKosEnabledTextureMatrix() ? GL_TRUE : GL_FALSE;
}
return GL_FALSE;
}
void APIENTRY glGetIntegerv(GLenum pname, GLint *params) {
switch(pname) {
case GL_ACTIVE_TEXTURE:
*params = 0;
break;
case GL_BLEND:
*params = _glKosList();
break;
case GL_BLEND_DST:
*params = _glKosBlendSrcFunc();
break;
case GL_BLEND_SRC:
*params = _glKosBlendDstFunc();
break;
case GL_CULL_FACE:
*params = _glKosEnabledCulling();
break;
case GL_CULL_FACE_MODE:
*params = _glKosCullFaceMode();
break;
case GL_DEPTH_FUNC:
*params = _glKosDepthFunc();
break;
case GL_DEPTH_TEST:
*params = _glKosEnabledDepthTest();
break;
case GL_DEPTH_WRITEMASK:
*params = _glKosDepthMask();
break;
case GL_FRONT_FACE:
*params = _glKosCullFaceFront();
break;
case GL_SCISSOR_TEST:
*params = _glKosEnabledScissorTest();
break;
case GL_MAX_LIGHTS:
*params = _glKosGetMaxLights();
break;
case GL_TEXTURE_BINDING_2D:
*params = _glKosActiveTextureBoundTexID();
break;
default:
_glKosThrowError(GL_INVALID_ENUM, "glGetIntegerv");
_glKosPrintError();
break;
}
}
void APIENTRY glGetFloatv(GLenum pname, GLfloat *params) {
switch(pname) {

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@ -93,15 +93,6 @@ static void pvr_hdr_submit(const GLuint *src) {
}
#endif
void _glKosPushMultiTexObject(GL_TEXTURE_OBJECT *tex,
pvr_vertex_t *src,
GLuint count) {
_glKosCompileHdrMT(&GL_MTOBJS[GL_MTOBJECTS].hdr, tex);
GL_MTOBJS[GL_MTOBJECTS].src = src;
GL_MTOBJS[GL_MTOBJECTS++].count = count;
}
void _glKosResetMultiTexObject() {
GL_MTOBJECTS = 0;
}

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@ -1,85 +0,0 @@
/* KallistiGL for KallistiOS ##version##
libgl/gl-texture.c
Copyright (C) 2014 Josh Pearson
Copyright (C) 2016 Joe Fenton
Open GL Texture Submission implementation.
*/
#include <malloc.h>
#include <stdio.h>
#include <stdlib.h>
#include "gl.h"
#include "glext.h"
#include "gl-api.h"
#include "gl-rgb.h"
#include "containers/named_array.h"
//========================================================================================//
//== Internal KOS Open GL Texture Unit Structures / Global Variables ==//
#define GL_KOS_MAX_TEXTURE_UNITS 2
static GL_TEXTURE_OBJECT *GL_KOS_TEXTURE_UNIT[GL_KOS_MAX_TEXTURE_UNITS] = { NULL, NULL };
static NamedArray TEXTURE_OBJECTS;
static GLubyte GL_KOS_ACTIVE_TEXTURE = GL_TEXTURE0_ARB & 0xF;
//========================================================================================//
GLuint _glKosTextureWidth(GLuint index) {
GL_TEXTURE_OBJECT *tex = (GL_TEXTURE_OBJECT*) named_array_get(&TEXTURE_OBJECTS, index);
return tex->width;
}
GLuint _glKosTextureHeight(GLuint index) {
GL_TEXTURE_OBJECT *tex = (GL_TEXTURE_OBJECT*) named_array_get(&TEXTURE_OBJECTS, index);
return tex->height;
}
GLvoid *_glKosTextureData(GLuint index) {
GL_TEXTURE_OBJECT *tex = (GL_TEXTURE_OBJECT*) named_array_get(&TEXTURE_OBJECTS, index);
return tex->data;
}
void _glKosCompileHdrTx() {
return GL_KOS_TEXTURE_UNIT[GL_TEXTURE0_ARB & 0xF] ?
_glKosCompileHdrT(GL_KOS_TEXTURE_UNIT[GL_TEXTURE0_ARB & 0xF]) : _glKosCompileHdr();
}
GL_TEXTURE_OBJECT *_glKosBoundTexObject() {
return GL_KOS_TEXTURE_UNIT[GL_TEXTURE0_ARB & 0xF];
}
GL_TEXTURE_OBJECT *_glKosBoundMultiTexObject() {
return GL_KOS_TEXTURE_UNIT[GL_TEXTURE1_ARB & 0xF];
}
GLuint _glKosBoundMultiTexID() {
return GL_KOS_TEXTURE_UNIT[GL_TEXTURE1_ARB & 0xF] ?
GL_KOS_TEXTURE_UNIT[GL_TEXTURE1_ARB & 0xF]->index : 0;
}
GLuint _glKosBoundTexID() {
return GL_KOS_TEXTURE_UNIT[GL_TEXTURE0_ARB & 0xF] ?
GL_KOS_TEXTURE_UNIT[GL_TEXTURE0_ARB & 0xF]->index : 0;
}
GLuint _glKosActiveTextureBoundTexID() {
return (GL_KOS_ACTIVE_TEXTURE) ? _glKosBoundMultiTexID() : _glKosBoundTexID();
}
GLubyte _glKosMaxTextureUnits() {
return GL_KOS_MAX_TEXTURE_UNITS;
}
//========================================================================================//
//== Public KOS Open GL API Texture Unit Functionality ==//

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@ -445,7 +445,7 @@ GLAPI void APIENTRY glKosVertex2f(GLfloat x, GLfloat y);
GLAPI void APIENTRY glKosVertex2fv(const GLfloat *xy);
/* Primitive 3D Position Submission */
GLAPI void APIENTRY(*glVertex3f)(GLfloat, GLfloat, GLfloat);
GLAPI void APIENTRY glVertex3f(GLfloat, GLfloat, GLfloat);
GLAPI void APIENTRY(*glVertex3fv)(const GLfloat *);
/* 2D Non-Textured Rectangle Submission */