148 lines
3.6 KiB
C
148 lines
3.6 KiB
C
/*
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* This implements immediate mode over the top of glDrawArrays
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* current problems:
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*
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* 1. Calling glNormal(); glVertex(); glVertex(); glVertex(); will break.
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* 2. Mixing with glXPointer stuff will break badly
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* 3. This is entirely untested.
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*/
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#include "../include/gl.h"
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#include "private.h"
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static GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES;
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static AlignedVector VERTICES;
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static AlignedVector COLOURS;
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static AlignedVector TEXCOORDS;
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static AlignedVector NORMALS;
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static GLfloat NORMAL[3] = {0.0f, 0.0f, 1.0f};
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static GLfloat COLOR[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static GLfloat TEXCOORD[2] = {0.0f, 0.0f};
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void initImmediateMode() {
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aligned_vector_init(&VERTICES, sizeof(GLfloat));
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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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}
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GLubyte checkImmediateModeInactive(const char* func) {
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/* Returns 1 on error */
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if(IMMEDIATE_MODE_ACTIVE) {
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_glKosThrowError(GL_INVALID_OPERATION, func);
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_glKosPrintError();
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return 1;
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}
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return 0;
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}
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void APIENTRY glBegin(GLenum mode) {
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if(IMMEDIATE_MODE_ACTIVE) {
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_glKosThrowError(GL_INVALID_OPERATION, __func__);
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_glKosPrintError();
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return;
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}
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IMMEDIATE_MODE_ACTIVE = GL_TRUE;
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ACTIVE_POLYGON_MODE = mode;
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}
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void APIENTRY glColor4f(GLfloat r, GLfloat g, GLfloat b, GLfloat a) {
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COLOR[0] = r;
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COLOR[1] = g;
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COLOR[2] = b;
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COLOR[3] = a;
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}
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void APIENTRY glColor4fv(const GLfloat* v) {
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glColor4f(v[0], v[1], v[2], v[3]);
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}
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void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
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static float a = 1.0f;
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glColor4f(r, g, b, a);
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}
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void APIENTRY glColor3fv(const GLfloat* v) {
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glColor3f(v[0], v[1], v[2]);
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}
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void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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aligned_vector_push_back(&VERTICES, &x, 1);
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aligned_vector_push_back(&VERTICES, &y, 1);
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aligned_vector_push_back(&VERTICES, &z, 1);
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/* Push back the stashed colour, normal and texcoord */
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aligned_vector_push_back(&COLOURS, COLOR, 4);
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aligned_vector_push_back(&TEXCOORDS, TEXCOORD, 2);
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aligned_vector_push_back(&NORMALS, NORMAL, 3);
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}
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void APIENTRY glVertex3fv(const GLfloat* v) {
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glVertex3f(v[0], v[1], v[2]);
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}
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void APIENTRY glVertex2f(GLfloat x, GLfloat y) {
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glVertex3f(x, y, 0.0f);
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}
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void APIENTRY glVertex2fv(const GLfloat* v) {
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glVertex2f(v[0], v[1]);
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}
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void APIENTRY glVertex4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) {
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glVertex3f(x, y, z);
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}
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void APIENTRY glVertex4fv(const GLfloat* v) {
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glVertex4f(v[0], v[1], v[2], v[3]);
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}
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void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) {
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TEXCOORD[0] = u;
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TEXCOORD[1] = v;
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}
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void APIENTRY glTexCoord2fv(const GLfloat* v) {
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glTexCoord2f(v[0], v[1]);
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}
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void APIENTRY glNormal3f(GLfloat x, GLfloat y, GLfloat z) {
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NORMAL[0] = x;
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NORMAL[1] = y;
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NORMAL[2] = z;
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}
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void APIENTRY glNormal3fv(const GLfloat* v) {
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glNormal3f(v[0], v[1], v[2]);
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}
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void APIENTRY glEnd() {
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IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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/* FIXME: Push pointer state */
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glVertexPointer(3, GL_FLOAT, 0, VERTICES.data);
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glColorPointer(4, GL_FLOAT, 0, COLOURS.data);
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glNormalPointer(GL_FLOAT, 0, NORMALS.data);
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glClientActiveTextureARB(GL_TEXTURE0);
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glTexCoordPointer(2, GL_FLOAT, 0, TEXCOORDS.data);
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glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3);
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aligned_vector_clear(&VERTICES);
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aligned_vector_clear(&COLOURS);
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aligned_vector_clear(&TEXCOORDS);
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aligned_vector_clear(&NORMALS);
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/* FIXME: Pop pointers */
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}
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