#include "../containers/aligned_vector.h" #include "private.h" PolyList OP_LIST; PolyList PT_LIST; PolyList TR_LIST; /** * FAST_MODE will use invW for all Z coordinates sent to the * GPU. * * This will break orthographic mode so default is FALSE **/ #define FAST_MODE GL_FALSE GLboolean AUTOSORT_ENABLED = GL_FALSE; PolyList* _glOpaquePolyList() { return &OP_LIST; } PolyList* _glPunchThruPolyList() { return &PT_LIST; } PolyList *_glTransparentPolyList() { return &TR_LIST; } void APIENTRY glFlush() { } void APIENTRY glFinish() { } void APIENTRY glKosInitConfig(GLdcConfig* config) { config->autosort_enabled = GL_FALSE; config->fsaa_enabled = GL_FALSE; config->initial_op_capacity = 1024 * 3; config->initial_pt_capacity = 512 * 3; config->initial_tr_capacity = 1024 * 3; config->initial_immediate_capacity = 1024 * 3; config->internal_palette_format = GL_RGBA8; } void APIENTRY glKosInitEx(GLdcConfig* config) { TRACE(); printf("\nWelcome to GLdc! Git revision: %s\n\n", GLDC_VERSION); InitGPU(config->autosort_enabled, config->fsaa_enabled); AUTOSORT_ENABLED = config->autosort_enabled; _glInitMatrices(); _glInitAttributePointers(); _glInitContext(); _glInitLights(); _glInitImmediateMode(config->initial_immediate_capacity); _glInitFramebuffers(); _glSetInternalPaletteFormat(config->internal_palette_format); _glInitTextures(); OP_LIST.list_type = GPU_LIST_OP_POLY; PT_LIST.list_type = GPU_LIST_PT_POLY; TR_LIST.list_type = GPU_LIST_TR_POLY; aligned_vector_init(&OP_LIST.vector, sizeof(Vertex)); aligned_vector_init(&PT_LIST.vector, sizeof(Vertex)); aligned_vector_init(&TR_LIST.vector, sizeof(Vertex)); aligned_vector_reserve(&OP_LIST.vector, config->initial_op_capacity); aligned_vector_reserve(&PT_LIST.vector, config->initial_pt_capacity); aligned_vector_reserve(&TR_LIST.vector, config->initial_tr_capacity); } void APIENTRY glKosInit() { GLdcConfig config; glKosInitConfig(&config); glKosInitEx(&config); } void APIENTRY glKosSwapBuffers() { TRACE(); SceneBegin(); SceneListBegin(GPU_LIST_OP_POLY); SceneListSubmit(OP_LIST.vector.data, OP_LIST.vector.size); SceneListFinish(); SceneListBegin(GPU_LIST_PT_POLY); SceneListSubmit(PT_LIST.vector.data, PT_LIST.vector.size); SceneListFinish(); SceneListBegin(GPU_LIST_TR_POLY); SceneListSubmit(TR_LIST.vector.data, TR_LIST.vector.size); SceneListFinish(); SceneFinish(); aligned_vector_clear(&OP_LIST.vector); aligned_vector_clear(&PT_LIST.vector); aligned_vector_clear(&TR_LIST.vector); _glApplyScissor(true); }