GLdc/GL/immediate.c
2021-04-25 15:27:04 +01:00

351 lines
9.5 KiB
C

/*
* 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 <string.h>
#include <stdio.h>
#include "private.h"
static 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;
/* 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 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);
}
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) {
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
COLOR[A8IDX] = (GLubyte)(a * 255);
COLOR[R8IDX] = (GLubyte)(r * 255);
COLOR[G8IDX] = (GLubyte)(g * 255);
COLOR[B8IDX] = (GLubyte)(b * 255);
}
void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
COLOR[A8IDX] = a;
COLOR[R8IDX] = r;
COLOR[G8IDX] = g;
COLOR[B8IDX] = b;
}
void APIENTRY glColor4fv(const GLfloat* v) {
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) {
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) {
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
COLOR[A8IDX] = 255;
COLOR[R8IDX] = red;
COLOR[G8IDX] = green;
COLOR[B8IDX] = blue;
}
void APIENTRY glColor3ubv(const GLubyte *v) {
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) {
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) {
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(ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) {
GLuint* n = aligned_vector_extend(&NORMALS, 1);
*n = NORMAL;
}
if(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) {
ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG;
UV_COORD[0] = s;
UV_COORD[1] = t;
} else if(target == GL_TEXTURE1) {
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) {
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) {
ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG;
NORMAL = pack_vertex_attribute_vec3_1i(x, y, z);
}
void APIENTRY glNormal3fv(const GLfloat* v) {
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 = _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 = ENABLED_VERTEX_ATTRIBUTES;
#ifndef NDEBUG
_glRecalcFastPath();
#else
// Immediate mode should always activate the fast path
GLboolean fastPathEnabled = _glRecalcFastPath();
assert(fastPathEnabled);
#endif
glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size);
/* 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(&ST_COORDS);
aligned_vector_clear(&NORMALS);
*vattr = vptr;
*dattr = dptr;
*nattr = nptr;
*uattr = uvptr;
*sattr = stptr;
}
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);
}