GLdc/GL/immediate.c
2019-03-13 15:43:50 +00:00

269 lines
7.4 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 "../include/gl.h"
#include "../include/glext.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 GLfloat COLOR[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static GLfloat UV_COORD[2] = {0.0f, 0.0f};
static GLfloat ST_COORD[2] = {0.0f, 0.0f};
void _glInitImmediateMode(GLuint initial_size) {
aligned_vector_init(&VERTICES, sizeof(GLfloat));
aligned_vector_init(&COLOURS, sizeof(GLfloat));
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);
}
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] = r;
COLOR[1] = g;
COLOR[2] = b;
COLOR[3] = a;
}
void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte a) {
glColor4f(
((GLfloat) r) / 255.0f,
((GLfloat) g) / 255.0f,
((GLfloat) b) / 255.0f,
((GLfloat) a) / 255.0f
);
}
void APIENTRY glColor4fv(const GLfloat* v) {
glColor4f(v[0], v[1], v[2], v[3]);
}
void APIENTRY glColor3f(GLfloat r, GLfloat g, GLfloat b) {
static float a = 1.0f;
glColor4f(r, g, b, a);
}
void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
glColor3f((float) red / 255, (float) green / 255, (float) blue / 255);
}
void APIENTRY glColor3fv(const GLfloat* v) {
glColor3f(v[0], v[1], v[2]);
}
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() {
IMMEDIATE_MODE_ACTIVE = GL_FALSE;
GLboolean vertexArrayEnabled, colorArrayEnabled, normalArrayEnabled;
GLboolean texArray0Enabled, texArray1Enabled;
glGetBooleanv(GL_VERTEX_ARRAY, &vertexArrayEnabled);
glGetBooleanv(GL_COLOR_ARRAY, &colorArrayEnabled);
glGetBooleanv(GL_NORMAL_ARRAY, &normalArrayEnabled);
AttribPointer vptr = *_glGetVertexAttribPointer();
AttribPointer dptr = *_glGetDiffuseAttribPointer();
AttribPointer nptr = *_glGetNormalAttribPointer();
AttribPointer uvptr = *_glGetUVAttribPointer();
AttribPointer stptr = *_glGetSTAttribPointer();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_NORMAL_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, VERTICES.data);
glColorPointer(4, GL_FLOAT, 0, COLOURS.data);
glNormalPointer(GL_FLOAT, 0, NORMALS.data);
GLint activeTexture;
glGetIntegerv(GL_CLIENT_ACTIVE_TEXTURE, &activeTexture);
glClientActiveTextureARB(GL_TEXTURE0);
glGetBooleanv(GL_TEXTURE_COORD_ARRAY, &texArray0Enabled);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, UV_COORDS.data);
glClientActiveTextureARB(GL_TEXTURE1);
glGetBooleanv(GL_TEXTURE_COORD_ARRAY, &texArray1Enabled);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, ST_COORDS.data);
glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3);
aligned_vector_clear(&VERTICES);
aligned_vector_clear(&COLOURS);
aligned_vector_clear(&UV_COORDS);
aligned_vector_clear(&ST_COORDS);
aligned_vector_clear(&NORMALS);
*_glGetVertexAttribPointer() = vptr;
*_glGetDiffuseAttribPointer() = dptr;
*_glGetNormalAttribPointer() = nptr;
*_glGetUVAttribPointer() = uvptr;
*_glGetSTAttribPointer() = stptr;
if(!vertexArrayEnabled) {
glDisableClientState(GL_VERTEX_ARRAY);
}
if(!colorArrayEnabled) {
glDisableClientState(GL_COLOR_ARRAY);
}
if(!normalArrayEnabled) {
glDisableClientState(GL_NORMAL_ARRAY);
}
if(!texArray0Enabled) {
glClientActiveTextureARB(GL_TEXTURE0);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if(!texArray1Enabled) {
glClientActiveTextureARB(GL_TEXTURE1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glClientActiveTextureARB((GLuint) activeTexture);
}
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);
}