mirror of
https://github.com/libretro/scummvm.git
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186 lines
4.1 KiB
C++
186 lines
4.1 KiB
C++
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#include "graphics/tinygl/zgl.h"
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namespace TinyGL {
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GLContext *gl_ctx;
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void initSharedState(GLContext *c) {
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GLSharedState *s = &c->shared_state;
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s->lists = (GLList **)gl_zalloc(sizeof(GLList *) * MAX_DISPLAY_LISTS);
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s->texture_hash_table = (GLTexture **)gl_zalloc(sizeof(GLTexture *) * TEXTURE_HASH_TABLE_SIZE);
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alloc_texture(c, 0);
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}
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void endSharedState(GLContext *c) {
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GLSharedState *s = &c->shared_state;
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free_texture(c, 0);
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for (int i = 0; i < MAX_DISPLAY_LISTS; i++) {
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// TODO
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}
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gl_free(s->lists);
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gl_free(s->texture_hash_table);
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}
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void glInit(void *zbuffer1) {
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FrameBuffer *zbuffer = (FrameBuffer *)zbuffer1;
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GLContext *c;
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GLViewport *v;
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c = (GLContext *)gl_zalloc(sizeof(GLContext));
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gl_ctx = c;
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c->fb = zbuffer;
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// allocate GLVertex array
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c->vertex_max = POLYGON_MAX_VERTEX;
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c->vertex = (GLVertex *)gl_malloc(POLYGON_MAX_VERTEX * sizeof(GLVertex));
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// viewport
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v = &c->viewport;
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v->xmin = 0;
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v->ymin = 0;
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v->xsize = zbuffer->xsize;
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v->ysize = zbuffer->ysize;
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v->updated = 1;
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// shared state
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initSharedState(c);
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// lists
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c->exec_flag = 1;
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c->compile_flag = 0;
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c->print_flag = 0;
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c->in_begin = 0;
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// lights
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for (int i = 0; i < T_MAX_LIGHTS; i++) {
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GLLight *l = &c->lights[i];
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l->ambient = Vector4(0, 0, 0, 1);
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l->diffuse = Vector4(1, 1, 1, 1);
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l->specular = Vector4(1, 1, 1, 1);
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l->position = Vector4(0, 0, 1, 0);
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l->norm_position = Vector3(0, 0, 1);
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l->spot_direction = Vector3(0, 0, -1);
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l->norm_spot_direction = Vector3(0, 0, -1);
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l->spot_exponent = 0;
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l->spot_cutoff = 180;
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l->attenuation[0] = 1;
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l->attenuation[1] = 0;
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l->attenuation[2] = 0;
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l->enabled = 0;
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}
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c->first_light = NULL;
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c->ambient_light_model = Vector4(0.2f, 0.2f, 0.2f, 1);
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c->local_light_model = 0;
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c->lighting_enabled = 0;
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c->light_model_two_side = 0;
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// default materials */
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for (int i = 0; i < 2; i++) {
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GLMaterial *m = &c->materials[i];
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m->emission = Vector4(0, 0, 0, 1);
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m->ambient = Vector4(0.2f, 0.2f, 0.2f, 1);
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m->diffuse = Vector4(0.8f, 0.8f, 0.8f, 1);
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m->specular = Vector4(0, 0, 0, 1);
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m->shininess = 0;
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}
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c->current_color_material_mode = TGL_FRONT_AND_BACK;
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c->current_color_material_type = TGL_AMBIENT_AND_DIFFUSE;
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c->color_material_enabled = 0;
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// textures
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glInitTextures(c);
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// default state
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c->current_color = Vector4(1.0f, 1.0f, 1.0f, 1.0f);
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c->longcurrent_color[0] = 65535;
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c->longcurrent_color[1] = 65535;
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c->longcurrent_color[2] = 65535;
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c->current_normal = Vector4(1.0f, 0.0f, 0.0f, 0.0f);
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c->current_edge_flag = 1;
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c->current_tex_coord = Vector4(0.0f, 0.0f, 0.0f, 1.0f);
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c->polygon_mode_front = TGL_FILL;
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c->polygon_mode_back = TGL_FILL;
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c->current_front_face = 0; // 0 = GL_CCW 1 = GL_CW
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c->current_cull_face = TGL_BACK;
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c->current_shade_model = TGL_SMOOTH;
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c->cull_face_enabled = 0;
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// clear
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c->clear_color = Vector4(0.0f, 0.0f, 0.0f, 0.0f);
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c->clear_depth = 0;
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// selection
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c->render_mode = TGL_RENDER;
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c->select_buffer = NULL;
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c->name_stack_size = 0;
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// matrix
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c->matrix_mode = 0;
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c->matrix_stack_depth_max[0] = MAX_MODELVIEW_STACK_DEPTH;
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c->matrix_stack_depth_max[1] = MAX_PROJECTION_STACK_DEPTH;
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c->matrix_stack_depth_max[2] = MAX_TEXTURE_STACK_DEPTH;
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for (int i = 0; i < 3; i++) {
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c->matrix_stack[i] = (Matrix4 *)gl_zalloc(c->matrix_stack_depth_max[i] * sizeof(Matrix4));
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c->matrix_stack_ptr[i] = c->matrix_stack[i];
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}
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tglMatrixMode(TGL_PROJECTION);
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tglLoadIdentity();
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tglMatrixMode(TGL_TEXTURE);
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tglLoadIdentity();
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tglMatrixMode(TGL_MODELVIEW);
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tglLoadIdentity();
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c->matrix_model_projection_updated = 1;
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// opengl 1.1 arrays
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c->client_states = 0;
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// opengl 1.1 polygon offset
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c->offset_states = 0;
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// shadow mode
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c->shadow_mode = 0;
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// clear the resize callback function pointer
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c->gl_resize_viewport = NULL;
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// specular buffer
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c->specbuf_first = NULL;
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c->specbuf_used_counter = 0;
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c->specbuf_num_buffers = 0;
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// depth test
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c->depth_test = 0;
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c->color_mask = (1 << 24) | (1 << 16) | (1 << 8) | (1 << 0);
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}
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void glClose() {
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GLContext *c = gl_get_context();
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specbuf_cleanup(c);
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for (int i = 0; i < 3; i++)
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gl_free(c->matrix_stack[i]);
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endSharedState(c);
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gl_free(c->vertex);
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gl_free(c);
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}
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} // end of namespace TinyGL
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