614 lines
20 KiB
C
614 lines
20 KiB
C
#include <stdio.h>
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#include <string.h>
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#include "../include/gl.h"
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#include "../include/glext.h"
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#include "private.h"
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typedef struct {
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const void* ptr;
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GLenum type;
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GLsizei stride;
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GLint size;
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} AttribPointer;
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static AttribPointer VERTEX_POINTER;
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static AttribPointer UV_POINTER;
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static AttribPointer ST_POINTER;
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static AttribPointer NORMAL_POINTER;
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static AttribPointer DIFFUSE_POINTER;
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#define VERTEX_ENABLED_FLAG (1 << 0)
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#define UV_ENABLED_FLAG (1 << 1)
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#define ST_ENABLED_FLAG (1 << 2)
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#define DIFFUSE_ENABLED_FLAG (1 << 3)
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#define NORMAL_ENABLED_FLAG (1 << 4)
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static GLuint ENABLED_VERTEX_ATTRIBUTES = 0;
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static GLubyte ACTIVE_CLIENT_TEXTURE = 0;
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void initAttributePointers() {
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TRACE();
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VERTEX_POINTER.ptr = NULL;
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VERTEX_POINTER.stride = 0;
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VERTEX_POINTER.type = GL_FLOAT;
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VERTEX_POINTER.size = 4;
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DIFFUSE_POINTER.ptr = NULL;
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DIFFUSE_POINTER.stride = 0;
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DIFFUSE_POINTER.type = GL_FLOAT;
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DIFFUSE_POINTER.size = 4;
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UV_POINTER.ptr = NULL;
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UV_POINTER.stride = 0;
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UV_POINTER.type = GL_FLOAT;
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UV_POINTER.size = 4;
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ST_POINTER.ptr = NULL;
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ST_POINTER.stride = 0;
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ST_POINTER.type = GL_FLOAT;
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ST_POINTER.size = 4;
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NORMAL_POINTER.ptr = NULL;
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NORMAL_POINTER.stride = 0;
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NORMAL_POINTER.type = GL_FLOAT;
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NORMAL_POINTER.size = 3;
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}
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static GLuint byte_size(GLenum type) {
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switch(type) {
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case GL_BYTE: return sizeof(GLbyte);
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case GL_UNSIGNED_BYTE: return sizeof(GLubyte);
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case GL_SHORT: return sizeof(GLshort);
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case GL_UNSIGNED_SHORT: return sizeof(GLushort);
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case GL_INT: return sizeof(GLint);
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case GL_UNSIGNED_INT: return sizeof(GLuint);
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case GL_DOUBLE: return sizeof(GLdouble);
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case GL_FLOAT:
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default: return sizeof(GLfloat);
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}
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}
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static GLfloat transformVertexWithoutPerspectiveDivide(GLfloat* src, float* x, float* y, float* z) {
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register float __x __asm__("fr12") = (src[0]);
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register float __y __asm__("fr13") = (src[1]);
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register float __z __asm__("fr14") = (src[2]);
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register float __w __asm__("fr15");
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__asm__ __volatile__(
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"fldi1 fr15\n"
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"ftrv xmtrx, fv12\n"
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: "=f" (__x), "=f" (__y), "=f" (__z)
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: "0" (__x), "1" (__y), "2" (__z)
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);
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*x = __x;
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*y = __y;
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*z = __z;
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return __w;
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}
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static void _parseColour(uint32* out, const GLubyte* in, GLint size, GLenum type) {
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switch(type) {
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case GL_BYTE: {
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case GL_UNSIGNED_BYTE:
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*out = in[3] << 24 | in[0] << 16 | in[1] << 8 | in[0];
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} break;
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case GL_SHORT:
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case GL_UNSIGNED_SHORT:
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/* FIXME!!!! */
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break;
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case GL_INT:
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case GL_UNSIGNED_INT:
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/* FIXME!!!! */
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break;
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case GL_FLOAT:
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case GL_DOUBLE:
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default: {
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const GLfloat* src = (GLfloat*) in;
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*out = PVR_PACK_COLOR(src[3], src[0], src[1], src[2]);
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} break;
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}
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}
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static void _parseFloats(GLfloat* out, const GLubyte* in, GLint size, GLenum type) {
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GLubyte i;
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switch(type) {
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case GL_SHORT: {
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GLshort* inp = (GLshort*) in;
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for(i = 0; i < size; ++i) {
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out[i] = (GLfloat) inp[i];
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}
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} break;
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case GL_INT: {
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GLint* inp = (GLint*) in;
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for(i = 0; i < size; ++i) {
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out[i] = (GLfloat) inp[i];
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}
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} break;
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case GL_FLOAT:
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case GL_DOUBLE: /* Double == Float */
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default: {
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const GLfloat* ptr = (const GLfloat*) in;
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for(i = 0; i < size; ++i) out[i] = ptr[i];
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}
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}
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}
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static void _parseIndex(GLshort* out, const GLubyte* in, GLenum type) {
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switch(type) {
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case GL_UNSIGNED_BYTE:
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*out = (GLshort) *in;
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break;
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case GL_UNSIGNED_SHORT:
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default:
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*out = *((GLshort*) in);
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}
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}
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/* There was a bug in this macro that shipped with Kos
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* which has now been fixed. But just in case...
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*/
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#undef mat_trans_single3_nodiv
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#define mat_trans_single3_nodiv(x, y, z) { \
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register float __x __asm__("fr12") = (x); \
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register float __y __asm__("fr13") = (y); \
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register float __z __asm__("fr14") = (z); \
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__asm__ __volatile__( \
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"fldi1 fr15\n" \
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"ftrv xmtrx, fv12\n" \
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: "=f" (__x), "=f" (__y), "=f" (__z) \
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: "0" (__x), "1" (__y), "2" (__z) \
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: "fr15"); \
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x = __x; y = __y; z = __z; \
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}
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#undef mat_trans_normal3
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#define mat_trans_normal3(x, y, z) { \
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register float __x __asm__("fr8") = (x); \
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register float __y __asm__("fr9") = (y); \
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register float __z __asm__("fr10") = (z); \
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__asm__ __volatile__( \
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"fldi0 fr11\n" \
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"ftrv xmtrx, fv8\n" \
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: "=f" (__x), "=f" (__y), "=f" (__z) \
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: "0" (__x), "1" (__y), "2" (__z) \
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: "fr11"); \
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x = __x; y = __y; z = __z; \
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}
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inline void transformToEyeSpace(GLfloat* point) {
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_matrixLoadModelView();
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mat_trans_single3_nodiv(point[0], point[1], point[2]);
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}
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inline void transformNormalToEyeSpace(GLfloat* normal) {
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_matrixLoadNormal();
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mat_trans_normal3(normal[0], normal[1], normal[2]);
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}
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/* If this has a value other than zero, it must be positive! */
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#define NEAR_DEPTH 0.0001f
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static void submitVertices(GLenum mode, GLsizei first, GLsizei count, GLenum type, const GLvoid* indices) {
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static GLfloat normal[3] = {0.0f, 0.0f, -1.0f};
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static GLfloat eye_P[3];
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static GLfloat eye_N[3];
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if(!(ENABLED_VERTEX_ATTRIBUTES & VERTEX_ENABLED_FLAG)) {
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return;
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}
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const GLsizei elements = (mode == GL_QUADS) ? 4 : (mode == GL_TRIANGLES) ? 3 : (mode == GL_LINES) ? 2 : count;
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// Point dest at the first new vertex to populate. This is the size of the container before extending,
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// with the additional space for the header.
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GLsizei start_of_output = activePolyList()->vector.size + 1;
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AlignedVector* list_vector = &activePolyList()->vector;
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// Make room for the element + the header
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PVRCommand* dst = (PVRCommand*) aligned_vector_extend(list_vector, count + 1);
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// Store a pointer to the header
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pvr_poly_hdr_t* hdr = (pvr_poly_hdr_t*) dst;
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dst++;
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// Compile
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pvr_poly_cxt_t cxt = *getPVRContext();
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cxt.list_type = activePolyList()->list_type;
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updatePVRTextureContext(&cxt, getTexture0());
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pvr_poly_compile(hdr, &cxt);
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GLubyte vstride = (VERTEX_POINTER.stride) ? VERTEX_POINTER.stride : VERTEX_POINTER.size * byte_size(VERTEX_POINTER.type);
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const GLubyte* vptr = VERTEX_POINTER.ptr;
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GLubyte cstride = (DIFFUSE_POINTER.stride) ? DIFFUSE_POINTER.stride : DIFFUSE_POINTER.size * byte_size(DIFFUSE_POINTER.type);
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const GLubyte* cptr = DIFFUSE_POINTER.ptr;
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GLubyte uvstride = (UV_POINTER.stride) ? UV_POINTER.stride : UV_POINTER.size * byte_size(UV_POINTER.type);
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const GLubyte* uvptr = UV_POINTER.ptr;
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GLubyte nstride = (NORMAL_POINTER.stride) ? NORMAL_POINTER.stride : NORMAL_POINTER.size * byte_size(NORMAL_POINTER.type);
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const GLubyte* nptr = NORMAL_POINTER.ptr;
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const GLubyte* indices_as_bytes = (GLubyte*) indices;
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GLboolean lighting_enabled = isLightingEnabled();
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GLushort i, last_vertex;
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GLshort rel; // Has to be signed as we drop below zero so we can re-enter the loop at 1.
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static AlignedVector w_coordinates;
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static GLboolean w_coordinates_initialized = GL_FALSE;
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if(!w_coordinates_initialized) {
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aligned_vector_init(&w_coordinates, sizeof(GLfloat));
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w_coordinates_initialized = GL_TRUE;
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}
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aligned_vector_resize(&w_coordinates, 0);
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static struct {
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pvr_vertex_t* vin[3];
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GLfloat w[3];
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GLubyte vcount;
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} Triangle;
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Triangle.vcount = 0;
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/* Loop 1. Calculate vertex colours, transform, but don't apply perspective division */
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for(rel = 0, i = first; i < count; ++i, ++rel) {
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pvr_vertex_t* vertex = (pvr_vertex_t*) dst;
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vertex->u = vertex->v = 0.0f;
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vertex->argb = 0;
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vertex->oargb = 0;
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vertex->flags = PVR_CMD_VERTEX;
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last_vertex = ((i + 1) % elements) == 0;
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if(last_vertex) {
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vertex->flags = PVR_CMD_VERTEX_EOL;
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}
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GLshort idx = i;
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if(indices) {
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_parseIndex(&idx, &indices_as_bytes[byte_size(type) * i], type);
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}
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_parseFloats(&vertex->x, vptr + (idx * vstride), VERTEX_POINTER.size, VERTEX_POINTER.type);
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if(ENABLED_VERTEX_ATTRIBUTES & DIFFUSE_ENABLED_FLAG) {
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_parseColour(&vertex->argb, cptr + (idx * cstride), DIFFUSE_POINTER.size, DIFFUSE_POINTER.type);
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} else {
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/* Default to white if colours are disabled */
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vertex->argb = PVR_PACK_COLOR(1.0f, 1.0f, 1.0f, 1.0f);
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}
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if(ENABLED_VERTEX_ATTRIBUTES & UV_ENABLED_FLAG) {
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_parseFloats(&vertex->u, uvptr + (idx * uvstride), UV_POINTER.size, UV_POINTER.type);
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}
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if(ENABLED_VERTEX_ATTRIBUTES & NORMAL_ENABLED_FLAG) {
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_parseFloats(normal, nptr + (idx * nstride), NORMAL_POINTER.size, NORMAL_POINTER.type);
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} else {
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normal[0] = normal[1] = 0.0f;
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normal[2] = -1.0f;
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}
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if(lighting_enabled) {
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/* We ignore diffuse colour when lighting is enabled. If GL_COLOR_MATERIAL is enabled
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* then the lighting calculation should possibly take it into account */
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GLfloat contribution [] = {0.0f, 0.0f, 0.0f, 0.0f};
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GLfloat to_add [] = {0.0f, 0.0f, 0.0f, 0.0f};
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/* Transform the vertex and normal into eye-space */
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eye_P[0] = vertex->x;
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eye_P[1] = vertex->y;
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eye_P[2] = vertex->z;
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eye_N[0] = normal[0];
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eye_N[1] = normal[1];
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eye_N[2] = normal[2];
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transformToEyeSpace(eye_P);
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transformNormalToEyeSpace(eye_N);
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GLubyte j;
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for(j = 0; j < MAX_LIGHTS; ++j) {
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if(isLightEnabled(j)) {
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calculateLightingContribution(j, eye_P, eye_N, to_add);
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contribution[0] += to_add[0];
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contribution[1] += to_add[1];
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contribution[2] += to_add[2];
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contribution[3] += to_add[3];
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}
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}
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vertex->argb = PVR_PACK_COLOR(contribution[3], contribution[0], contribution[1], contribution[2]);
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}
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_applyRenderMatrix(); /* Apply the Render Matrix Stack */
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/* Perform transformation without perspective division. Perspective divide will occur
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* per-triangle after clipping */
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GLfloat W = transformVertexWithoutPerspectiveDivide(&vertex->x, &vertex->x, &vertex->y, &vertex->z);
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aligned_vector_push_back(&w_coordinates, &W, 1);
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Triangle.w[Triangle.vcount] = W;
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Triangle.vin[Triangle.vcount] = vertex;
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Triangle.vcount++;
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if(Triangle.vcount == 3) {
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pvr_vertex_t clipped[4];
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/* OK we have a whole triangle, we may have to clip */
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TriangleClipResult tri_result = clipTriangleToNearZ(
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NEAR_DEPTH,
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(rel - 2),
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Triangle.vin[0],
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Triangle.vin[1],
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Triangle.vin[2],
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&clipped[0],
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&clipped[1],
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&clipped[2],
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&clipped[3]
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);
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/* The potential 4 new vertices that can be output by clipping the triangle. Initialized in the below branches */
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pvr_vertex_t* vout[4];
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if(tri_result == TRIANGLE_CLIP_RESULT_NO_CHANGE) {
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/* Nothing changed, we're fine */
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} else if(tri_result == TRIANGLE_CLIP_RESULT_DROP_TRIANGLE) {
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/* As we're dealing with triangle strips, we have the following situations:
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* 1. This is the first trangle. We can drop the first vertex, reverse the other two, subsequent
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* triangles will be formed from them. If there are no remaining vertices (i == count - 1) then
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* we can drop all three.
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* 2. This is the second+ triangle. We mark the second triangle vertex as the "last" vertex, then
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* push the second and third vertices again (reversed) to start the new triangle. If there are no
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* more vertices (i == count - 1) we can just drop the final vertex.
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* By first triangle, it means that rel == 2 or dst - 3 is marked as a "last" vertex.
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*/
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/* Is this the first triangle in the strip? */
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GLboolean first_triangle = (rel == 2) || ((vertex - 3)->flags == PVR_CMD_VERTEX_EOL);
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if(first_triangle) {
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vout[0] = vertex - 2;
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vout[1] = vertex - 1;
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vout[2] = vertex;
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if(rel == (count - 1)) {
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/* Lose all 3 vertices */
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aligned_vector_resize(list_vector, list_vector->size - 3);
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dst -= 3;
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vertex = (pvr_vertex_t*) dst;
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/* Next triangle is a new one */
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Triangle.vcount = 0;
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} else {
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vout[0] = vout[2];
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/* vout[1] = vout[1]; no-op, just here as a comment so things make a bit more sense */
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/* Rewind dst by one as we just lost a vertex */
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aligned_vector_resize(list_vector, list_vector->size - 1);
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dst--;
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vertex = (pvr_vertex_t*) dst;
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/* Two vertices are populated for the current triangle now */
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Triangle.vcount = 2;
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}
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} else {
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if(rel == (count - 1)) {
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/* This is the last vertex in the strip and we're dropping this triangle so just drop a vertex*/
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aligned_vector_resize(list_vector, list_vector->size - 1);
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dst--;
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vertex = (pvr_vertex_t*) dst;
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} else {
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/* This is a bit weird. We're dropping a triangle, but we have to add an additional vertex. This is because
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* if this triangle is in the middle of the strip, and we drop the 3rd vertex then we break the following triangle.
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* so what we do is end the triangle strip at vertex 2 of the current triangle, then re-add vertex 2 and vertex 3
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* in reverse so that the next triangle works. This might seem wasteful but actually that triangle could be subsequently
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* dropped entirely as it'll be the "first_triangle" next time around. */
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/* Make room at the end of the vector */
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aligned_vector_extend(list_vector, 1);
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/* Deal with any realloc that just happened */
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dst = aligned_vector_at(list_vector, rel);
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vertex = (pvr_vertex_t*) dst;
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/* Set up the output pointers */
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vout[0] = vertex - 2;
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vout[1] = vertex - 1;
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vout[2] = vertex;
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vout[3] = vertex + 3;
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/* Mark second vertex as the end of the strip, duplicate the second vertex
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* to create the start of the next strip
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*/
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*vout[3] = *Triangle.vin[1];
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vout[1]->flags = PVR_CMD_VERTEX_EOL;
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vout[2]->flags = PVR_CMD_VERTEX;
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vout[3]->flags = PVR_CMD_VERTEX;
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dst = (PVRCommand*) vout[3];
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vertex = vout[3];
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/* Current triangle has two vertices */
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Triangle.vcount = 2;
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}
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}
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_VERTICES) {
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} else if(tri_result == TRIANGLE_CLIP_RESULT_ALTERED_AND_CREATED_VERTEX) {
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}
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/* Reset for the next triangle */
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Triangle.vin[0] = Triangle.vin[1];
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Triangle.vin[1] = Triangle.vin[2];
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Triangle.w[0] = Triangle.w[1];
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Triangle.w[1] = Triangle.w[2];
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Triangle.vcount = 2;
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}
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++dst;
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}
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pvr_vertex_t* v = (pvr_vertex_t*) aligned_vector_at(list_vector, start_of_output);
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/* Loop 2: Perspective division */
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for(rel = 0, i = start_of_output; i < activePolyList()->vector.size; ++rel, ++i) {
|
|
GLfloat* w = aligned_vector_at(&w_coordinates, rel);
|
|
|
|
register float __x __asm__("fr12") = (v->x);
|
|
register float __y __asm__("fr13") = (v->y);
|
|
register float __z __asm__("fr14") = (v->z);
|
|
register float __w __asm__("fr15") = (*w);
|
|
|
|
__asm__ __volatile__(
|
|
"fldi1 fr14\n" \
|
|
"fdiv fr15, fr14\n" \
|
|
"fmul fr14, fr12\n" \
|
|
"fmul fr14, fr13\n" \
|
|
: "=f" (__x), "=f" (__y), "=f" (__z)
|
|
: "0" (__x), "1" (__y), "2" (__z)
|
|
);
|
|
|
|
v->x = __x;
|
|
v->y = __y;
|
|
v->z = __z;
|
|
++v;
|
|
}
|
|
}
|
|
|
|
void APIENTRY glDrawElements(GLenum mode, GLsizei count, GLenum type, const GLvoid* indices) {
|
|
TRACE();
|
|
|
|
if(checkImmediateModeInactive(__func__)) {
|
|
return;
|
|
}
|
|
|
|
submitVertices(mode, 0, count, type, indices);
|
|
}
|
|
|
|
void APIENTRY glDrawArrays(GLenum mode, GLint first, GLsizei count) {
|
|
TRACE();
|
|
|
|
if(checkImmediateModeInactive(__func__)) {
|
|
return;
|
|
}
|
|
|
|
submitVertices(mode, first, count, GL_UNSIGNED_SHORT, NULL);
|
|
}
|
|
|
|
void APIENTRY glEnableClientState(GLenum cap) {
|
|
TRACE();
|
|
|
|
switch(cap) {
|
|
case GL_VERTEX_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG;
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
(ACTIVE_CLIENT_TEXTURE) ?
|
|
(ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG):
|
|
(ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG);
|
|
break;
|
|
default:
|
|
_glKosThrowError(GL_INVALID_ENUM, "glEnableClientState");
|
|
}
|
|
}
|
|
|
|
void APIENTRY glDisableClientState(GLenum cap) {
|
|
TRACE();
|
|
|
|
switch(cap) {
|
|
case GL_VERTEX_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES &= ~VERTEX_ENABLED_FLAG;
|
|
break;
|
|
case GL_COLOR_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES &= ~DIFFUSE_ENABLED_FLAG;
|
|
break;
|
|
case GL_NORMAL_ARRAY:
|
|
ENABLED_VERTEX_ATTRIBUTES &= ~NORMAL_ENABLED_FLAG;
|
|
break;
|
|
case GL_TEXTURE_COORD_ARRAY:
|
|
(ACTIVE_CLIENT_TEXTURE) ?
|
|
(ENABLED_VERTEX_ATTRIBUTES &= ~ST_ENABLED_FLAG):
|
|
(ENABLED_VERTEX_ATTRIBUTES &= ~UV_ENABLED_FLAG);
|
|
break;
|
|
default:
|
|
_glKosThrowError(GL_INVALID_ENUM, "glDisableClientState");
|
|
}
|
|
}
|
|
|
|
void APIENTRY glClientActiveTextureARB(GLenum texture) {
|
|
TRACE();
|
|
|
|
if(texture < GL_TEXTURE0_ARB || texture > GL_TEXTURE0_ARB + MAX_TEXTURE_UNITS) {
|
|
_glKosThrowError(GL_INVALID_ENUM, "glClientActiveTextureARB");
|
|
}
|
|
|
|
if(_glKosHasError()) {
|
|
_glKosPrintError();
|
|
return;
|
|
}
|
|
|
|
ACTIVE_CLIENT_TEXTURE = (texture == GL_TEXTURE1_ARB) ? 1 : 0;
|
|
}
|
|
|
|
void APIENTRY glTexCoordPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
|
|
TRACE();
|
|
|
|
AttribPointer* tointer = (ACTIVE_CLIENT_TEXTURE == 0) ? &UV_POINTER : &ST_POINTER;
|
|
|
|
tointer->ptr = pointer;
|
|
tointer->stride = stride;
|
|
tointer->type = type;
|
|
tointer->size = size;
|
|
}
|
|
|
|
void APIENTRY glVertexPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
|
|
TRACE();
|
|
|
|
VERTEX_POINTER.ptr = pointer;
|
|
VERTEX_POINTER.stride = stride;
|
|
VERTEX_POINTER.type = type;
|
|
VERTEX_POINTER.size = size;
|
|
}
|
|
|
|
void APIENTRY glColorPointer(GLint size, GLenum type, GLsizei stride, const GLvoid * pointer) {
|
|
TRACE();
|
|
|
|
DIFFUSE_POINTER.ptr = pointer;
|
|
DIFFUSE_POINTER.stride = stride;
|
|
DIFFUSE_POINTER.type = type;
|
|
DIFFUSE_POINTER.size = size;
|
|
}
|
|
|
|
void APIENTRY glNormalPointer(GLenum type, GLsizei stride, const GLvoid * pointer) {
|
|
TRACE();
|
|
|
|
NORMAL_POINTER.ptr = pointer;
|
|
NORMAL_POINTER.stride = stride;
|
|
NORMAL_POINTER.type = type;
|
|
NORMAL_POINTER.size = 3;
|
|
}
|