301 lines
8.2 KiB
C
301 lines
8.2 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 <string.h>
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#include <stdio.h>
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#include "private.h"
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extern inline GLuint _glRecalcFastPath();
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GLboolean IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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static GLenum ACTIVE_POLYGON_MODE = GL_TRIANGLES;
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static GLfloat NORMAL[3] = {0.0f, 0.0f, 1.0f};
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static GLubyte COLOR[4] = {255, 255, 255, 255}; /* ARGB order for speed */
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static GLfloat UV_COORD[2] = {0.0f, 0.0f};
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static GLfloat ST_COORD[2] = {0.0f, 0.0f};
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static AlignedVector VERTICES;
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static AttribPointerList IM_ATTRIBS;
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/* We store the list of attributes that have been "enabled" by a call to
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glColor, glNormal, glTexCoord etc. otherwise we already have defaults that
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can be applied faster */
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static GLuint IM_ENABLED_VERTEX_ATTRIBUTES = 0;
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typedef struct {
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GLfloat x;
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GLfloat y;
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GLfloat z;
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GLfloat u;
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GLfloat v;
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GLfloat s;
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GLfloat t;
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GLubyte bgra[4];
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GLfloat nx;
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GLfloat ny;
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GLfloat nz;
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GLuint padding[5];
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} IMVertex;
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void _glInitImmediateMode(GLuint initial_size) {
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aligned_vector_init(&VERTICES, sizeof(IMVertex));
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aligned_vector_reserve(&VERTICES, initial_size);
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IM_ATTRIBS.vertex.ptr = VERTICES.data;
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IM_ATTRIBS.vertex.size = 3;
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IM_ATTRIBS.vertex.type = GL_FLOAT;
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IM_ATTRIBS.vertex.stride = sizeof(IMVertex);
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IM_ATTRIBS.uv.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 3);
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IM_ATTRIBS.uv.stride = sizeof(IMVertex);
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IM_ATTRIBS.uv.type = GL_FLOAT;
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IM_ATTRIBS.uv.size = 2;
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IM_ATTRIBS.st.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 5);
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IM_ATTRIBS.st.stride = sizeof(IMVertex);
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IM_ATTRIBS.st.type = GL_FLOAT;
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IM_ATTRIBS.st.size = 2;
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IM_ATTRIBS.colour.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7);
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IM_ATTRIBS.colour.size = GL_BGRA; /* Flipped color order */
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IM_ATTRIBS.colour.type = GL_UNSIGNED_BYTE;
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IM_ATTRIBS.colour.stride = sizeof(IMVertex);
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IM_ATTRIBS.normal.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7) + sizeof(uint32_t);
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IM_ATTRIBS.normal.stride = sizeof(IMVertex);
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IM_ATTRIBS.normal.type = GL_FLOAT;
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IM_ATTRIBS.normal.size = 3;
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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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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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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[A8IDX] = (GLubyte)(a * 255.0f);
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COLOR[R8IDX] = (GLubyte)(r * 255.0f);
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COLOR[G8IDX] = (GLubyte)(g * 255.0f);
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COLOR[B8IDX] = (GLubyte)(b * 255.0f);
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}
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void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[A8IDX] = a;
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COLOR[R8IDX] = r;
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COLOR[G8IDX] = g;
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COLOR[B8IDX] = b;
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}
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void APIENTRY glColor4fv(const GLfloat* v) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[B8IDX] = (GLubyte)(v[2] * 255);
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COLOR[G8IDX] = (GLubyte)(v[1] * 255);
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COLOR[R8IDX] = (GLubyte)(v[0] * 255);
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COLOR[A8IDX] = (GLubyte)(v[3] * 255);
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}
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void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[B8IDX] = (GLubyte)(b * 255.0f);
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COLOR[G8IDX] = (GLubyte)(g * 255.0f);
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COLOR[R8IDX] = (GLubyte)(r * 255.0f);
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COLOR[A8IDX] = 255;
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}
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void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = red;
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COLOR[G8IDX] = green;
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COLOR[B8IDX] = blue;
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}
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void APIENTRY glColor3ubv(const GLubyte *v) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = v[0];
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COLOR[G8IDX] = v[1];
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COLOR[B8IDX] = v[2];
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}
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void APIENTRY glColor3fv(const GLfloat* v) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= DIFFUSE_ENABLED_FLAG;
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COLOR[A8IDX] = 255;
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COLOR[R8IDX] = (GLubyte)(v[0] * 255);
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COLOR[G8IDX] = (GLubyte)(v[1] * 255);
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COLOR[B8IDX] = (GLubyte)(v[2] * 255);
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}
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void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= VERTEX_ENABLED_FLAG;
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unsigned int cap = VERTICES.capacity;
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IMVertex* vert = aligned_vector_extend(&VERTICES, 1);
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if(cap != VERTICES.capacity) {
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/* Resizing could've invalidated the pointers */
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IM_ATTRIBS.vertex.ptr = VERTICES.data;
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IM_ATTRIBS.uv.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 3);
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IM_ATTRIBS.st.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 5);
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IM_ATTRIBS.colour.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7);
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IM_ATTRIBS.normal.ptr = IM_ATTRIBS.vertex.ptr + (sizeof(GLfloat) * 7) + sizeof(uint32_t);
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}
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vert->x = x;
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vert->y = y;
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vert->z = z;
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vert->u = UV_COORD[0];
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vert->v = UV_COORD[1];
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vert->s = ST_COORD[0];
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vert->t = ST_COORD[1];
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*((uint32_t*) vert->bgra) = *((uint32_t*) COLOR);
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vert->nx = NORMAL[0];
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vert->ny = NORMAL[1];
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vert->nz = NORMAL[2];
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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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_GL_UNUSED(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 glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) {
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if(target == GL_TEXTURE0) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG;
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UV_COORD[0] = s;
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UV_COORD[1] = t;
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} else if(target == GL_TEXTURE1) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= ST_ENABLED_FLAG;
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ST_COORD[0] = s;
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ST_COORD[1] = t;
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} else {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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return;
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}
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}
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void APIENTRY glTexCoord2f(GLfloat u, GLfloat v) {
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IM_ENABLED_VERTEX_ATTRIBUTES |= UV_ENABLED_FLAG;
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UV_COORD[0] = u;
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UV_COORD[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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IM_ENABLED_VERTEX_ATTRIBUTES |= NORMAL_ENABLED_FLAG;
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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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GLuint* attrs = &ENABLED_VERTEX_ATTRIBUTES;
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/* Redirect attrib pointers */
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AttribPointerList stashed_attrib_pointers = ATTRIB_POINTERS;
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ATTRIB_POINTERS = IM_ATTRIBS;
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GLuint prevAttrs = *attrs;
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*attrs = IM_ENABLED_VERTEX_ATTRIBUTES;
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/* Store the fast path enabled setting so we can restore it
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* after drawing */
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const GLboolean fp_was_enabled = FAST_PATH_ENABLED;
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#ifndef NDEBUG
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// Immediate mode should always activate the fast path
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GLuint fastPathEnabled = _glRecalcFastPath();
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assert(fastPathEnabled);
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#else
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/* If we're not debugging, set to true - we assume we haven't broken it! */
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FAST_PATH_ENABLED = GL_TRUE;
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#endif
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glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size);
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ATTRIB_POINTERS = stashed_attrib_pointers;
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*attrs = prevAttrs;
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aligned_vector_clear(&VERTICES);
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FAST_PATH_ENABLED = fp_was_enabled;
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}
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void APIENTRY glRectf(GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2) {
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glBegin(GL_QUADS);
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glVertex2f(x1, y1);
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glVertex2f(x2, y1);
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glVertex2f(x2, y2);
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glVertex2f(x1, y2);
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glEnd();
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}
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void APIENTRY glRectfv(const GLfloat *v1, const GLfloat *v2) {
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glBegin(GL_QUADS);
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glVertex2f(v1[0], v1[1]);
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glVertex2f(v2[0], v1[1]);
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glVertex2f(v2[0], v2[1]);
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glVertex2f(v1[0], v2[1]);
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glEnd();
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}
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void APIENTRY glRecti(GLint x1, GLint y1, GLint x2, GLint y2) {
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return glRectf((GLfloat)x1, (GLfloat)y1, (GLfloat)x2, (GLfloat)y2);
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}
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void APIENTRY glRectiv(const GLint *v1, const GLint *v2) {
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return glRectfv((const GLfloat *)v1, (const GLfloat *)v2);
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}
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