/* * 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 "../include/glext.h" #include "profiler.h" #include "private.h" static GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE; static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES; static AlignedVector VERTICES; static AlignedVector COLOURS; static AlignedVector UV_COORDS; static AlignedVector ST_COORDS; static AlignedVector NORMALS; static GLfloat NORMAL[3] = {0.0f, 0.0f, 1.0f}; static GLubyte COLOR[4] = {255, 255, 255, 255}; 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; void _glInitImmediateMode(GLuint initial_size) { aligned_vector_init(&VERTICES, sizeof(GLfloat)); aligned_vector_init(&COLOURS, sizeof(GLubyte)); aligned_vector_init(&UV_COORDS, sizeof(GLfloat)); aligned_vector_init(&ST_COORDS, sizeof(GLfloat)); aligned_vector_init(&NORMALS, sizeof(GLfloat)); aligned_vector_reserve(&VERTICES, initial_size); aligned_vector_reserve(&COLOURS, initial_size); aligned_vector_reserve(&UV_COORDS, initial_size); aligned_vector_reserve(&ST_COORDS, initial_size); aligned_vector_reserve(&NORMALS, initial_size); VERTEX_ATTRIB.ptr = VERTICES.data; VERTEX_ATTRIB.size = 3; VERTEX_ATTRIB.type = GL_FLOAT; VERTEX_ATTRIB.stride = 0; DIFFUSE_ATTRIB.ptr = COLOURS.data; DIFFUSE_ATTRIB.size = 4; DIFFUSE_ATTRIB.type = GL_UNSIGNED_BYTE; DIFFUSE_ATTRIB.stride = 0; UV_ATTRIB.ptr = UV_COORDS.data; UV_ATTRIB.stride = 0; UV_ATTRIB.type = GL_FLOAT; UV_ATTRIB.size = 2; ST_ATTRIB.ptr = ST_COORDS.data; ST_ATTRIB.stride = 0; ST_ATTRIB.type = GL_FLOAT; ST_ATTRIB.size = 2; NORMAL_ATTRIB.ptr = NORMALS.data; NORMAL_ATTRIB.stride = 0; NORMAL_ATTRIB.type = GL_FLOAT; NORMAL_ATTRIB.size = 3; } GLubyte _glCheckImmediateModeInactive(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) { COLOR[0] = (GLubyte)(r * 255); COLOR[1] = (GLubyte)(g * 255); COLOR[2] = (GLubyte)(b * 255); COLOR[3] = (GLubyte)(a * 255); } void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) { COLOR[0] = r; COLOR[1] = g; COLOR[2] = b; COLOR[3] = a; } void APIENTRY glColor4fv(const GLfloat* v) { COLOR[0] = (GLubyte)(v[0] * 255); COLOR[1] = (GLubyte)(v[1] * 255); COLOR[2] = (GLubyte)(v[2] * 255); COLOR[3] = (GLubyte)(v[3] * 255); } void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) { COLOR[0] = (GLubyte)(r * 255); COLOR[1] = (GLubyte)(g * 255); COLOR[2] = (GLubyte)(b * 255); COLOR[3] = 255; } void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) { COLOR[0] = red; COLOR[1] = green; COLOR[2] = blue; COLOR[3] = 255; } void APIENTRY glColor3fv(const GLfloat* v) { COLOR[0] = (GLubyte)(v[0] * 255); COLOR[1] = (GLubyte)(v[1] * 255); COLOR[2] = (GLubyte)(v[2] * 255); COLOR[3] = 255; } void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) { aligned_vector_reserve(&VERTICES, VERTICES.size + 3); aligned_vector_push_back(&VERTICES, &x, 1); aligned_vector_push_back(&VERTICES, &y, 1); aligned_vector_push_back(&VERTICES, &z, 1); /* Push back the stashed colour, normal and uv_coordinate */ aligned_vector_push_back(&COLOURS, COLOR, 4); aligned_vector_push_back(&UV_COORDS, UV_COORD, 2); aligned_vector_push_back(&ST_COORDS, ST_COORD, 2); aligned_vector_push_back(&NORMALS, NORMAL, 3); } 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) { 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) { UV_COORD[0] = s; UV_COORD[1] = t; } else if(target == GL_TEXTURE1) { ST_COORD[0] = s; ST_COORD[1] = t; } else { _glKosThrowError(GL_INVALID_ENUM, __func__); _glKosPrintError(); return; } } void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) { 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) { NORMAL[0] = x; NORMAL[1] = y; NORMAL[2] = z; } void APIENTRY glNormal3fv(const GLfloat* v) { glNormal3f(v[0], v[1], v[2]); } void APIENTRY glEnd() { profiler_push(__func__); IMMEDIATE_MODE_ACTIVE = GL_FALSE; /* Resizing could have invalidated these pointers */ VERTEX_ATTRIB.ptr = VERTICES.data; DIFFUSE_ATTRIB.ptr = COLOURS.data; UV_ATTRIB.ptr = UV_COORDS.data; ST_ATTRIB.ptr = ST_COORDS.data; NORMAL_ATTRIB.ptr = NORMALS.data; GLuint* attrs = _glGetEnabledAttributes(); AttribPointer* vattr = _glGetVertexAttribPointer(); AttribPointer* dattr = _glGetDiffuseAttribPointer(); AttribPointer* nattr = _glGetNormalAttribPointer(); AttribPointer* uattr = _glGetUVAttribPointer(); AttribPointer* sattr = _glGetSTAttribPointer(); /* Stash existing values */ AttribPointer vptr = *vattr; AttribPointer dptr = *dattr; AttribPointer nptr = *nattr; AttribPointer uvptr = *uattr; AttribPointer stptr = *sattr; GLuint prevAttrs = *attrs; /* Switch to our immediate mode arrays */ *vattr = VERTEX_ATTRIB; *dattr = DIFFUSE_ATTRIB; *nattr = NORMAL_ATTRIB; *uattr = UV_ATTRIB; *sattr = ST_ATTRIB; *attrs = ~0; // Enable everything glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3); /* Restore everything */ *vattr = vptr; *dattr = dptr; *nattr = nptr; *uattr = uvptr; *sattr = stptr; *attrs = prevAttrs; /* Clear arrays for next polys */ aligned_vector_clear(&VERTICES); aligned_vector_clear(&COLOURS); aligned_vector_clear(&UV_COORDS); aligned_vector_clear(&ST_COORDS); aligned_vector_clear(&NORMALS); *vattr = vptr; *dattr = dptr; *nattr = nptr; *uattr = uvptr; *sattr = stptr; profiler_checkpoint("restore"); profiler_pop(); } 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); }