299 lines
7.7 KiB
C
299 lines
7.7 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 "../include/glext.h"
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#include "profiler.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 UV_COORDS;
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static AlignedVector ST_COORDS;
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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 GLubyte COLOR[4] = {255, 255, 255, 255};
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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 AttribPointer VERTEX_ATTRIB;
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static AttribPointer DIFFUSE_ATTRIB;
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static AttribPointer UV_ATTRIB;
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static AttribPointer ST_ATTRIB;
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static AttribPointer NORMAL_ATTRIB;
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void _glInitImmediateMode(GLuint initial_size) {
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aligned_vector_init(&VERTICES, sizeof(GLfloat));
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aligned_vector_init(&COLOURS, sizeof(GLubyte));
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aligned_vector_init(&UV_COORDS, sizeof(GLfloat));
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aligned_vector_init(&ST_COORDS, sizeof(GLfloat));
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aligned_vector_init(&NORMALS, sizeof(GLfloat));
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aligned_vector_reserve(&VERTICES, initial_size);
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aligned_vector_reserve(&COLOURS, initial_size);
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aligned_vector_reserve(&UV_COORDS, initial_size);
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aligned_vector_reserve(&ST_COORDS, initial_size);
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aligned_vector_reserve(&NORMALS, initial_size);
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VERTEX_ATTRIB.ptr = VERTICES.data;
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VERTEX_ATTRIB.size = 3;
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VERTEX_ATTRIB.type = GL_FLOAT;
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VERTEX_ATTRIB.stride = 0;
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DIFFUSE_ATTRIB.ptr = COLOURS.data;
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DIFFUSE_ATTRIB.size = 4;
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DIFFUSE_ATTRIB.type = GL_UNSIGNED_BYTE;
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DIFFUSE_ATTRIB.stride = 0;
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UV_ATTRIB.ptr = UV_COORDS.data;
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UV_ATTRIB.stride = 0;
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UV_ATTRIB.type = GL_FLOAT;
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UV_ATTRIB.size = 2;
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ST_ATTRIB.ptr = ST_COORDS.data;
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ST_ATTRIB.stride = 0;
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ST_ATTRIB.type = GL_FLOAT;
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ST_ATTRIB.size = 2;
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NORMAL_ATTRIB.ptr = NORMALS.data;
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NORMAL_ATTRIB.stride = 0;
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NORMAL_ATTRIB.type = GL_FLOAT;
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NORMAL_ATTRIB.size = 3;
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}
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GLubyte _glCheckImmediateModeInactive(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] = (GLubyte)(r * 255);
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COLOR[1] = (GLubyte)(g * 255);
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COLOR[2] = (GLubyte)(b * 255);
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COLOR[3] = (GLubyte)(a * 255);
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}
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void APIENTRY glColor4ub(GLubyte r, GLubyte g, GLubyte b, GLubyte 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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COLOR[0] = (GLubyte)(v[0] * 255);
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COLOR[1] = (GLubyte)(v[1] * 255);
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COLOR[2] = (GLubyte)(v[2] * 255);
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COLOR[3] = (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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COLOR[0] = (GLubyte)(r * 255);
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COLOR[1] = (GLubyte)(g * 255);
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COLOR[2] = (GLubyte)(b * 255);
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COLOR[3] = 255;
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}
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void APIENTRY glColor3ub(GLubyte red, GLubyte green, GLubyte blue) {
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COLOR[0] = red;
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COLOR[1] = green;
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COLOR[2] = blue;
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COLOR[3] = 255;
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}
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void APIENTRY glColor3fv(const GLfloat* v) {
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COLOR[0] = (GLubyte)(v[0] * 255);
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COLOR[1] = (GLubyte)(v[1] * 255);
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COLOR[2] = (GLubyte)(v[2] * 255);
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COLOR[3] = 255;
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}
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void APIENTRY glVertex3f(GLfloat x, GLfloat y, GLfloat z) {
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aligned_vector_reserve(&VERTICES, VERTICES.size + 3);
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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 uv_coordinate */
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aligned_vector_push_back(&COLOURS, COLOR, 4);
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aligned_vector_push_back(&UV_COORDS, UV_COORD, 2);
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aligned_vector_push_back(&ST_COORDS, ST_COORD, 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 glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t) {
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if(target == GL_TEXTURE0) {
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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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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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_glKosPrintError();
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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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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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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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profiler_push(__func__);
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IMMEDIATE_MODE_ACTIVE = GL_FALSE;
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/* Resizing could have invalidated these pointers */
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VERTEX_ATTRIB.ptr = VERTICES.data;
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DIFFUSE_ATTRIB.ptr = COLOURS.data;
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UV_ATTRIB.ptr = UV_COORDS.data;
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ST_ATTRIB.ptr = ST_COORDS.data;
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NORMAL_ATTRIB.ptr = NORMALS.data;
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GLuint* attrs = _glGetEnabledAttributes();
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AttribPointer* vattr = _glGetVertexAttribPointer();
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AttribPointer* dattr = _glGetDiffuseAttribPointer();
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AttribPointer* nattr = _glGetNormalAttribPointer();
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AttribPointer* uattr = _glGetUVAttribPointer();
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AttribPointer* sattr = _glGetSTAttribPointer();
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/* Stash existing values */
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AttribPointer vptr = *vattr;
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AttribPointer dptr = *dattr;
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AttribPointer nptr = *nattr;
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AttribPointer uvptr = *uattr;
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AttribPointer stptr = *sattr;
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GLuint prevAttrs = *attrs;
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/* Switch to our immediate mode arrays */
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*vattr = VERTEX_ATTRIB;
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*dattr = DIFFUSE_ATTRIB;
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*nattr = NORMAL_ATTRIB;
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*uattr = UV_ATTRIB;
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*sattr = ST_ATTRIB;
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*attrs = ~0; // Enable everything
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glDrawArrays(ACTIVE_POLYGON_MODE, 0, VERTICES.size / 3);
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/* Restore everything */
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*vattr = vptr;
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*dattr = dptr;
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*nattr = nptr;
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*uattr = uvptr;
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*sattr = stptr;
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*attrs = prevAttrs;
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/* Clear arrays for next polys */
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aligned_vector_clear(&VERTICES);
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aligned_vector_clear(&COLOURS);
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aligned_vector_clear(&UV_COORDS);
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aligned_vector_clear(&ST_COORDS);
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aligned_vector_clear(&NORMALS);
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*vattr = vptr;
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*dattr = dptr;
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*nattr = nptr;
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*uattr = uvptr;
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*sattr = stptr;
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profiler_checkpoint("restore");
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profiler_pop();
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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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