/****************************************************************************
* PROJECT: Squeak 3D accelerator
* FILE: sqOpenGLRenderer.c
* CONTENT: Generic (cross-platform) bindings for OpenGL
*
* AUTHOR: Andreas Raab (ar)
* ADDRESS: Walt Disney Imagineering, Glendale, CA
* EMAIL: Andreas.Raab@disney.com
* RCSID: $Id: sqOpenGLRenderer.c 2409 2011-06-09 08:21:49Z andreas $
*
* NOTES:
*
*
*****************************************************************************/
#ifdef WIN32
# include <windows.h>
# include <winerror.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "sqVirtualMachine.h"
#include "sqConfig.h"
#include "sqPlatformSpecific.h"
#include "B3DAcceleratorPlugin.h"
#if defined (B3DX_GL)
#include "sqOpenGLRenderer.h"
#if !defined(GL_VERSION_1_1)
#warning "This system does not support OpenGL 1.1"
#endif
static float blackLight[4] = { 0.0, 0.0, 0.0, 0.0 };
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int glGetRendererSurfaceHandle(int handle) {
/* If we were to use p-buffers, this would be the place to
return a surface handle for the p-buffer so Squeak can
blt directly to it. Note that this is a ZILLION times
faster when it comes to compositing; so it is definitely
a good idea when supported. However, I don't have the
time to figure it out so I'll just leave this as an
exercise for the interested reader :-)
*/
return -1; /* e.g., fail */
}
int glGetRendererColorMasks(int handle, int *masks) {
/* If a surface is provided, this is the place to fill
in the color masks for the surface. Since we don't
provide any, we just bail out.
*/
return 0; /* e.g., fail */
}
int glGetRendererSurfaceWidth(int handle) {
/* If a surface is provided return the width of it */
return -1; /* e.g., fail */
}
int glGetRendererSurfaceHeight(int handle) {
/* If a surface is provided return the height of it */
return -1; /* e.g., fail */
}
int glGetRendererSurfaceDepth(int handle) {
/* If a surface is provided return the depth of it */
return -1; /* e.g., fail */
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/* texture support */
int glAllocateTexture(int handle, int w, int h, int d) /* return handle or -1 on error */
{ GLuint texture;
char *errMsg = "";
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
if(w & (w-1)) return -1; /* not power of two */
if(h & (h-1)) return -1; /* not power of two */
DPRINTF3D(5, (fp, "### Allocating new texture (w = %d, h = %d, d = %d)\n", w, h, d));
errMsg = "glGenTextures() failed";
glGenTextures(1, &texture);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
DPRINTF3D(5, (fp, "Allocated texture id = %d\n", texture));
errMsg = "glBindTexture() failed";
glBindTexture(GL_TEXTURE_2D, texture);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
errMsg = "glTexParameter() failed";
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
errMsg = "glTexImage2D() failed";
glTexImage2D(GL_TEXTURE_2D, /* target */
0, /* mipmap level */
4, /* components */
w, /* width */
h, /* height */
0, /* border */
GL_RGBA, /* format */
GL_UNSIGNED_BYTE, /* type */
NULL /* image data - if NULL contents is unspecified */);
if((glErr = glGetError()) != GL_NO_ERROR) goto FAILED;
DPRINTF3D(5, (fp,"\tid = %d\n", texture));
return texture;
FAILED:
DPRINTF3D(1, (fp, "ERROR (glAllocateTexture): %s -- %s\n", errMsg, glErrString()));
glDeleteTextures(1, &texture);
return -1;
}
int glDestroyTexture(int rendererHandle, int handle) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
if(!glIsTexture(handle)) {
return 0;
}
DPRINTF3D(5, (fp, "### Destroying texture (id = %d)\n", handle));
glDeleteTextures(1, (GLuint*) &handle);
ERROR_CHECK;
return 1;
}
int glActualTextureDepth(int rendererHandle, int handle) /* return depth or <0 on error */
{
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer) return -1;
return 32;
}
int glTextureColorMasks(int rendererHandle, int handle, int masks[4]) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer) return 0;
#ifdef LSB_FIRST
masks[3] = 0xFF000000;
masks[2] = 0x00FF0000;
masks[1] = 0x0000FF00;
masks[0] = 0x000000FF;
#else
masks[0] = 0xFF000000;
masks[1] = 0x00FF0000;
masks[2] = 0x0000FF00;
masks[3] = 0x000000FF;
#endif
return 1;
}
int glTextureByteSex(int rendererHandle, int handle) /* return > 0 if MSB, = 0 if LSB, < 0 if error */
{
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer) return -1;
#ifdef LSB_FIRST
return 0;
#else
return 1;
#endif
}
int glTextureSurfaceHandle(int rendererHandle, int handle) {
/* GL textures are not directly accessible */
return -1;
}
int glUploadTexture(int rendererHandle, int handle, int w, int h, int d, void* bits)
{
int y;
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
if(d != 32) return 0;
if(!glIsTexture(handle)) {
return 0;
}
DPRINTF3D(5, (fp, "### Uploading texture (w = %d, h = %d, d = %d, id = %d)\n", w, h, d, handle));
glBindTexture(GL_TEXTURE_2D, handle);
ERROR_CHECK;
for(y = 0; y < h; y++) {
glTexSubImage2D(GL_TEXTURE_2D, /* target */
0, /* level */
0, /* xoffset */
y, /* yoffset */
w, /* width */
1, /* height */
GL_RGBA, /* format */
GL_UNSIGNED_BYTE, /* type */
((char*)bits) + (y*w*4));
ERROR_CHECK;
}
return 1;
}
int glCompositeTexture(int rendererHandle, int handle, int x, int y, int w, int h, int translucent)
{
struct glRenderer *renderer = glRendererFromHandle(rendererHandle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
if(!glIsTexture(handle)) {
return 0;
}
ERROR_CHECK;
DPRINTF3D(7, (fp, "glCompositeTexture(%d, %d, %d, %d)\n", x, y, w, h));
{
/* setup a transformation so that we're dealing with pixel x/y coordinate systems */
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
ERROR_CHECK;
/* matrix backup complete - now install new mapping */
{
int width = renderer->bufferRect[2];
int height = renderer->bufferRect[3];
glViewport(0, 0, width, height);
/* now remap from lower left origin to upper left origin
while scaling from (-width,+width) to (-1, +1) */
glScaled(2.0/width, -2.0/height, 1.0);
/* offset origin to start at 0,0 rather than -width/2,-height/2 */
glTranslated(width*-0.5, height*-0.5, 0.0);
ERROR_CHECK;
}
/* setup the right shading rules */
glPushAttrib(GL_ALL_ATTRIB_BITS);
{
glShadeModel(GL_FLAT);
glEnable(GL_TEXTURE_2D);
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_DITHER);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDisable(GL_CULL_FACE);
glDepthMask(GL_FALSE);
glColor4d(1.0, 1.0, 1.0, 1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
}
ERROR_CHECK;
/* prepare for translucency */
if(translucent) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
ERROR_CHECK;
}
{
/* and *THAT* is the hard work ;-))) */
glBindTexture(GL_TEXTURE_2D, handle);
ERROR_CHECK;
x -= renderer->bufferRect[0];
y -= renderer->bufferRect[1];
DPRINTF3D(7, (fp, "glRecti(%d, %d, %d, %d)\n", x, y, w, h));
glBegin(GL_QUADS);
glTexCoord2d(0.0, 0.0);
glVertex2i(x, y);
glTexCoord2d(1.0, 0.0);
glVertex2i(x+w, y);
glTexCoord2d(1.0, 1.0);
glVertex2i(x+w, y+h);
glTexCoord2d(0.0, 1.0);
glVertex2i(x, y+h);
glEnd();
ERROR_CHECK;
}
/* and restore everything back to normal */
{
glPopAttrib();
/* BUG BUG BUG - Mac OpenGL has a problem with glPushAttrib/glShadeModel/glPopAttrib - BUG BUG BUG */
glShadeModel(GL_SMOOTH);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
ERROR_CHECK;
/* done */
return 1;
}
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int glSetViewport(int handle, int x, int y, int w, int h) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### New Viewport\n"));
DPRINTF3D(5, (fp, "\tx: %d\n\ty: %d\n\tw: %d\n\th: %d\n", x, y, w, h));
renderer->viewport[0] = x;
renderer->viewport[1] = y;
renderer->viewport[2] = w;
renderer->viewport[3] = h;
x -= renderer->bufferRect[0];
y -= renderer->bufferRect[1];
DPRINTF3D(5, (fp, "\tx: %d\n\ty: %d\n\tw: %d\n\th: %d\n", x, y, w, h));
glViewport(x, renderer->bufferRect[3] - (y+h), w, h);
ERROR_CHECK;
return 1;
}
int glClearDepthBuffer(int handle) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Clearing depth buffer\n"));
glClear(GL_DEPTH_BUFFER_BIT);
ERROR_CHECK;
return 1;
}
int glClearViewport(int handle, unsigned int rgba, unsigned int pv) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Clearing viewport buffer\n"));
glClearColor(
((rgba >> 16) & 255) / 255.0,
((rgba >> 8) & 255) / 255.0,
(rgba & 255) / 255.0,
(rgba >> 24) / 255.0);
glClear(GL_COLOR_BUFFER_BIT);
ERROR_CHECK;
return 1;
}
int glFinishRenderer(int handle) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Finishing renderer\n"));
glFinish();
ERROR_CHECK;
return 1;
}
int glFlushRenderer(int handle) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Flushing renderer\n"));
glFlush();
ERROR_CHECK;
return 1;
}
int glSwapRendererBuffers(int handle) /* return true on success, false on error */
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Swapping renderer buffers\n"));
glSwapBuffers(renderer);
ERROR_CHECK;
return 1;
}
int glSetTransform(int handle, float *modelViewMatrix, float *projectionMatrix) {
float matrix[16];
int i, j;
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
DPRINTF3D(5, (fp, "### Installing new transformations\n"));
glMatrixMode(GL_PROJECTION);
ERROR_CHECK;
glLoadIdentity();
ERROR_CHECK;
if(projectionMatrix) {
/* TODO: Check if matrix is simple and don't use glMultMatrixf if so */
for(i=0; i<4; i++)
for(j=0; j<4; j++)
matrix[i*4+j] = projectionMatrix[j*4+i];
glLoadMatrixf(matrix);
ERROR_CHECK;
}
glMatrixMode(GL_MODELVIEW);
ERROR_CHECK;
glLoadIdentity();
ERROR_CHECK;
if(modelViewMatrix) {
/* TODO: Check if matrix is simple and don't use glMultMatrixf if so */
for(i=0; i<4; i++)
for(j=0; j<4; j++)
matrix[i*4+j] = modelViewMatrix[j*4+i];
glLoadMatrixf(matrix);
ERROR_CHECK;
}
return 1;
}
int glDisableLights(int handle) {
int i;
GLint max;
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
DPRINTF3D(5, (fp, "### Disabling all lights\n"));
glGetIntegerv(GL_MAX_LIGHTS, &max);
ERROR_CHECK;
for(i = 0; i < max; i++) {
glDisable(GL_LIGHT0+i);
ERROR_CHECK;
if( (glErr = glGetError()) != GL_NO_ERROR)
DPRINTF3D(1, (fp,"ERROR (glDisableLights): glDisable(GL_LIGHT%d) failed -- %s\n", i, glErrString()));
}
return 1;
}
int glLoadMaterial(int handle, B3DPrimitiveMaterial *mat)
{
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
DPRINTF3D(5, (fp, "### New Material\n"));
if(!mat) {
DPRINTF3D(5, (fp, "\tOFF (material == nil)\n"));
glDisable(GL_LIGHTING);
ERROR_CHECK;
return 1;
}
DPRINTF3D(5, (fp, "\tambient : %g, %g, %g, %g\n",mat->ambient[0], mat->ambient[1], mat->ambient[2], mat->ambient[3]));
DPRINTF3D(5, (fp, "\tdiffuse : %g, %g, %g, %g\n",mat->diffuse[0], mat->diffuse[1], mat->diffuse[2], mat->diffuse[3]));
DPRINTF3D(5, (fp, "\tspecular : %g, %g, %g, %g\n",mat->specular[0], mat->specular[1], mat->specular[2], mat->specular[3]));
DPRINTF3D(5, (fp, "\temission : %g, %g, %g, %g\n",mat->emission[0], mat->emission[1], mat->emission[2], mat->emission[3]));
DPRINTF3D(5, (fp, "\tshininess: %g\n", mat->shininess));
glEnable(GL_LIGHTING);
ERROR_CHECK;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat->ambient);
ERROR_CHECK;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat->diffuse);
ERROR_CHECK;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat->specular);
ERROR_CHECK;
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, mat->emission);
ERROR_CHECK;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, mat->shininess);
ERROR_CHECK;
return 1;
}
int glLoadLight(int handle, int idx, B3DPrimitiveLight *light)
{
float pos[4];
int index = GL_LIGHT0 + idx;
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
DPRINTF3D(5, (fp, "### New Light (%d)\n", idx));
if(!light) {
DPRINTF3D(5, (fp, "\tDISABLED\n"));
glDisable(index);
ERROR_CHECK;
return 1;
}
glEnable(index);
ERROR_CHECK;
DPRINTF3D(5, (fp, "\tambient : %g, %g, %g, %g\n",light->ambient[0], light->ambient[1], light->ambient[2], light->ambient[3]));
DPRINTF3D(5, (fp, "\tdiffuse : %g, %g, %g, %g\n",light->diffuse[0], light->diffuse[1], light->diffuse[2], light->diffuse[3]));
DPRINTF3D(5, (fp, "\tspecular : %g, %g, %g, %g\n",light->specular[0], light->specular[1], light->specular[2], light->specular[3]));
DPRINTF3D(5, (fp, "\tposition : %g, %g, %g\n",light->position[0], light->position[1], light->position[2]));
DPRINTF3D(5, (fp, "\tdirection : %g, %g, %g\n",light->direction[0], light->direction[1], light->direction[2]));
DPRINTF3D(5, (fp, "\tattenuation : %g, %g, %g\n",light->attenuation[0], light->attenuation[1], light->attenuation[2]));
DPRINTF3D(5, (fp, "\tflags [%d]:", light->flags));
if(light->flags & B3D_LIGHT_AMBIENT) DPRINTF3D(5,(fp," B3D_LIGHT_AMBIENT"));
if(light->flags & B3D_LIGHT_DIFFUSE) DPRINTF3D(5,(fp," B3D_LIGHT_DIFFUSE"));
if(light->flags & B3D_LIGHT_SPECULAR) DPRINTF3D(5,(fp," B3D_LIGHT_SPECULAR"));
if(light->flags & B3D_LIGHT_POSITIONAL) DPRINTF3D(5,(fp," B3D_LIGHT_POSITIONAL"));
if(light->flags & B3D_LIGHT_DIRECTIONAL) DPRINTF3D(5,(fp," B3D_LIGHT_DIRECTIONAL"));
if(light->flags & B3D_LIGHT_ATTENUATED) DPRINTF3D(5,(fp," B3D_LIGHT_ATTENUATED"));
if(light->flags & B3D_LIGHT_HAS_SPOT) DPRINTF3D(5,(fp," B3D_LIGHT_HAS_SPOT"));
DPRINTF3D(5, (fp, "\n"));
DPRINTF3D(5, (fp, "\tspot exponent : %g\n", light->spotExponent));
DPRINTF3D(5, (fp, "### Installing Light (%d)\n", idx));
if(light->flags & B3D_LIGHT_AMBIENT) {
DPRINTF3D(5, (fp, "\tambient : %g, %g, %g, %g\n",light->ambient[0], light->ambient[1], light->ambient[2], light->ambient[3]));
glLightfv(index, GL_AMBIENT, light->ambient);
} else {
DPRINTF3D(5, (fp, "\tambient : OFF (0, 0, 0, 1)\n"));
glLightfv(index, GL_AMBIENT, blackLight);
}
ERROR_CHECK;
if(light->flags & B3D_LIGHT_DIFFUSE) {
DPRINTF3D(5, (fp, "\tdiffuse : %g, %g, %g, %g\n",light->diffuse[0], light->diffuse[1], light->diffuse[2], light->diffuse[3]));
glLightfv(index, GL_DIFFUSE, light->diffuse);
} else {
DPRINTF3D(5, (fp, "\tdiffuse : OFF (0, 0, 0, 1)\n"));
glLightfv(index, GL_DIFFUSE, blackLight);
}
ERROR_CHECK;
if(light->flags & B3D_LIGHT_SPECULAR) {
DPRINTF3D(5, (fp, "\tspecular : %g, %g, %g, %g\n",light->specular[0], light->specular[1], light->specular[2], light->specular[3]));
glLightfv(index, GL_SPECULAR, light->specular);
} else {
DPRINTF3D(5, (fp, "\tspecular : OFF (0, 0, 0, 1)\n"));
glLightfv(index, GL_SPECULAR, blackLight);
}
ERROR_CHECK;
if(light->flags & B3D_LIGHT_POSITIONAL) {
DPRINTF3D(5, (fp, "\tposition : %g, %g, %g\n",light->position[0], light->position[1], light->position[2]));
pos[0] = light->position[0];
pos[1] = light->position[1];
pos[2] = light->position[2];
pos[3] = 1.0;
/* @@@ FIXME: Squeak pre-transforms the light @@@ */
glPushMatrix();
glLoadIdentity();
glLightfv(index, GL_POSITION, pos);
glPopMatrix();
} else {
if(light->flags & B3D_LIGHT_DIRECTIONAL) {
DPRINTF3D(5, (fp, "\tdirection: %g, %g, %g\n",light->direction[0], light->direction[1], light->direction[2]));
pos[0] = light->direction[0];
pos[1] = light->direction[1];
pos[2] = light->direction[2];
pos[3] = 0.0;
/* @@@ FIXME: Squeak pre-transforms the light @@@ */
glPushMatrix();
glLoadIdentity();
glLightfv(index, GL_POSITION, pos);
glPopMatrix();
}
}
ERROR_CHECK;
if(light->flags & B3D_LIGHT_ATTENUATED) {
DPRINTF3D(5, (fp, "\tattenuation: %g, %g, %g\n",light->attenuation[0], light->attenuation[1], light->attenuation[2]));
glLightf(index, GL_CONSTANT_ATTENUATION, light->attenuation[0]);
ERROR_CHECK;
glLightf(index, GL_LINEAR_ATTENUATION, light->attenuation[1]);
ERROR_CHECK;
glLightf(index, GL_QUADRATIC_ATTENUATION, light->attenuation[2]);
ERROR_CHECK;
} else {
DPRINTF3D(5, (fp, "\tattenuation: OFF (1, 0, 0)\n"));
glLightf(index, GL_CONSTANT_ATTENUATION, 1.0);
ERROR_CHECK;
glLightf(index, GL_LINEAR_ATTENUATION, 0.0);
ERROR_CHECK;
glLightf(index, GL_QUADRATIC_ATTENUATION, 0.0);
ERROR_CHECK;
}
if(light->flags & B3D_LIGHT_HAS_SPOT) {
DPRINTF3D(5, (fp, "\tspot exponent : %g\n", light->spotExponent));
DPRINTF3D(5, (fp, "\tspot cutoff : ???\n"));
DPRINTF3D(5, (fp, "\tspot direction: %g, %g, %g\n",light->direction[0], light->direction[1], light->direction[2]));
glLightf(index, GL_SPOT_EXPONENT, light->spotExponent);
ERROR_CHECK;
glLightf(index, GL_SPOT_CUTOFF, light->spotExponent);
ERROR_CHECK;
glLightfv(index, GL_SPOT_DIRECTION, light->direction);
ERROR_CHECK;
} else {
glLightf(index, GL_SPOT_EXPONENT, 0.0);
ERROR_CHECK;
glLightf(index, GL_SPOT_CUTOFF, 180.0);
ERROR_CHECK;
}
return 1;
}
int glSetFog(int handle, int fogType, double density,
double fogRangeStart, double fogRangeEnd, int rgba) {
GLfloat fogColor[4];
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
if(fogType == 0) {
glDisable(GL_FOG);
ERROR_CHECK;
return 1;
}
glEnable(GL_FOG);
if(fogType == 1) glFogi(GL_FOG_MODE, GL_LINEAR);
if(fogType == 2) glFogi(GL_FOG_MODE, GL_EXP);
if(fogType == 3) glFogi(GL_FOG_MODE, GL_EXP2);
glFogf(GL_FOG_DENSITY, (GLfloat)density);
glFogf(GL_FOG_START, (GLfloat)fogRangeStart);
glFogf(GL_FOG_END, (GLfloat)fogRangeEnd);
fogColor[0] = ((rgba >> 16) & 255) / 255.0;
fogColor[1] = ((rgba >> 8) & 255) / 255.0;
fogColor[2] = (rgba & 255) / 255.0;
fogColor[3] = (rgba >> 24) / 255.0;
glFogfv(GL_FOG_COLOR, fogColor);
/* enable pixel fog */
glHint(GL_FOG_HINT, GL_NICEST);
ERROR_CHECK;
return 1;
}
int glGetIntProperty(int handle, int prop)
{
GLint v;
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
if(prop < 0) return glGetIntPropertyOS(handle, prop);
switch(prop) {
case 1: /* backface culling */
if(!glIsEnabled(GL_CULL_FACE)) return 0;
glGetIntegerv(GL_FRONT_FACE, &v);
if(v == GL_CW) return 1;
if(v == GL_CCW) return -1;
return 0;
case 2: /* polygon mode */
glGetIntegerv(GL_POLYGON_MODE, &v);
ERROR_CHECK;
return v;
case 3: /* point size */
glGetIntegerv(GL_POINT_SIZE, &v);
ERROR_CHECK;
return v;
case 4: /* line width */
glGetIntegerv(GL_LINE_WIDTH, &v);
ERROR_CHECK;
return v;
case 5: /* blend enable */
return glIsEnabled(GL_BLEND);
case 6: /* blend source factor */
case 7: /* blend dest factor */
if(prop == 6)
glGetIntegerv(GL_BLEND_SRC, &v);
else
glGetIntegerv(GL_BLEND_DST, &v);
ERROR_CHECK;
switch(v) {
case GL_ZERO: return 0;
case GL_ONE: return 1;
case GL_SRC_COLOR: return 2;
case GL_ONE_MINUS_SRC_COLOR: return 3;
case GL_DST_COLOR: return 4;
case GL_ONE_MINUS_DST_COLOR: return 5;
case GL_SRC_ALPHA: return 6;
case GL_ONE_MINUS_SRC_ALPHA: return 7;
case GL_DST_ALPHA: return 8;
case GL_ONE_MINUS_DST_ALPHA: return 9;
case GL_SRC_ALPHA_SATURATE: return 10;
default: return -1;
}
}
return 0;
}
int glSetIntProperty(int handle, int prop, int value)
{
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
if(prop < 0) return glSetIntPropertyOS(handle, prop, value);
switch(prop) {
case 1: /* backface culling */
if(!value) {
glDisable(GL_CULL_FACE);
ERROR_CHECK;
return 1;
}
glEnable(GL_CULL_FACE);
glFrontFace(value == 1 ? GL_CCW : GL_CW);
ERROR_CHECK;
return 1;
case 2: /* polygon mode */
if(value == 0) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
else if(value == 1) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
else if(value == 2) glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
else return 0;
ERROR_CHECK;
return 1;
case 3: /* point size */
glPointSize(value);
ERROR_CHECK;
return 1;
case 4: /* line width */
glLineWidth(value);
ERROR_CHECK;
return 1;
case 5: /* blend enable */
if(value)
glEnable(GL_BLEND);
else
glDisable(GL_BLEND);
ERROR_CHECK;
return 1;
case 6: /* blend source factor */
case 7: /* blend dest factor */
{
int factor;
GLint src, dst;
switch(value) {
case 0: factor = GL_ZERO; break;
case 1: factor = GL_ONE; break;
case 2: factor = GL_SRC_COLOR; break;
case 3: factor = GL_ONE_MINUS_SRC_COLOR; break;
case 4: factor = GL_DST_COLOR; break;
case 5: factor = GL_ONE_MINUS_DST_COLOR; break;
case 6: factor = GL_SRC_ALPHA; break;
case 7: factor = GL_ONE_MINUS_SRC_ALPHA; break;
case 8: factor = GL_DST_ALPHA; break;
case 9: factor = GL_ONE_MINUS_DST_ALPHA; break;
case 10: factor = GL_SRC_ALPHA_SATURATE; break;
default: return 0;
}
glGetIntegerv(GL_BLEND_SRC, &src);
glGetIntegerv(GL_BLEND_DST, &dst);
if(prop == 6) src = factor;
else dst = factor;
glBlendFunc(src,dst);
ERROR_CHECK;
return 1;
}
}
return 0;
}
#ifndef GL_VERSION_1_1
static void glRenderVertex(B3DPrimitiveVertex *vtx, int flags)
{
DPRINTF3D(10, (fp, "["));
if(flags & 1) {
unsigned int vv = vtx->pixelValue32;
DPRINTF3D(10, (fp, "C(%d, %d, %d, %d)",(vv >> 16) & 255, (vv >> 8) & 255, vv & 255, vv >> 24));
glColor4ub( (vv >> 16) & 255, (vv >> 8) & 255, vv & 255, vv >> 24 );
}
if(flags & 2) {
DPRINTF3D(10, (fp, "N(%g, %g, %g)", vtx->normal[0], vtx->normal[1], vtx->normal[2]));
glNormal3fv(vtx->normal);
}
if(flags & 4) {
DPRINTF3D(10, (fp, "T(%g, %g)", vtx->texCoord[0], vtx->texCoord[1]));
glTexCoord2fv(vtx->texCoord);
}
DPRINTF3D(10, (fp, "V(%g, %g, %g)]\n", vtx->position[0], vtx->position[1], vtx->position[2]));
glVertex3fv(vtx->position);
}
#endif
/* General dummy for Squeak's primitive faces */
typedef int B3DInputFace;
int glRenderVertexBuffer(int handle, int primType, int flags, int texHandle, float *vtxArray, int vtxSize, int *idxArray, int idxSize)
{
B3DPrimitiveVertex *vtxPointer = (B3DPrimitiveVertex*) vtxArray;
B3DInputFace *facePtr = (B3DInputFace*) idxArray;
GLuint tracking;
int nVertices = vtxSize;
int nFaces = 0;
int i, vtxFlags;
struct glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(4, (fp, "ERROR: Invalid renderer specified\n"));
return 0;
}
DPRINTF3D(5, (fp,"### Primitive : %d\n", primType));
DPRINTF3D(5, (fp,"\ttexHandle : %d\n", texHandle));
DPRINTF3D(5, (fp,"\tcolor flags :"));
if(flags & B3D_VB_TRACK_AMBIENT) DPRINTF3D(5,(fp," B3D_VB_TRACK_AMBIENT"));
if(flags & B3D_VB_TRACK_DIFFUSE) DPRINTF3D(5,(fp," B3D_VB_TRACK_DIFFUSE"));
if(flags & B3D_VB_TRACK_SPECULAR) DPRINTF3D(5,(fp," B3D_VB_TRACK_SPECULAR"));
if(flags & B3D_VB_TRACK_EMISSION) DPRINTF3D(5,(fp," B3D_VB_TRACK_EMISSION"));
DPRINTF3D(5, (fp,"\n\tlight flags :"));
if(flags & B3D_VB_LOCAL_VIEWER) DPRINTF3D(5,(fp," B3D_VB_LOCAL_VIEWER"));
if(flags & B3D_VB_TWO_SIDED) DPRINTF3D(5,(fp," B3D_VB_TWO_SIDED"));
DPRINTF3D(5, (fp,"\n\tvertex flags:"));
if(flags & B3D_VB_HAS_NORMALS) DPRINTF3D(5,(fp," B3D_VB_HAS_NORMALS"));
if(flags & B3D_VB_HAS_TEXTURES) DPRINTF3D(5,(fp," B3D_VB_HAS_TEXTURES"));
DPRINTF3D(5, (fp, "\n"));
/* process VB flags */
tracking = 0;
if(flags & B3D_VB_TRACK_AMBIENT) tracking |= GL_AMBIENT;
if(flags & B3D_VB_TRACK_DIFFUSE) tracking |= GL_DIFFUSE;
if(flags & B3D_VB_TRACK_SPECULAR) tracking |= GL_SPECULAR;
if(flags & B3D_VB_TRACK_EMISSION) tracking |= GL_EMISSION;
if(tracking) {
/* in accordance with glColorMaterial man page noting:
Call glColorMaterial before enabling GL_COLOR_MATERIAL. */
glColorMaterial(GL_FRONT_AND_BACK, tracking);
ERROR_CHECK;
glEnable(GL_COLOR_MATERIAL);
ERROR_CHECK;
}
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, (flags & B3D_VB_LOCAL_VIEWER) ? 1 : 0);
ERROR_CHECK;
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, (flags & B3D_VB_TWO_SIDED) ? 1 : 0);
ERROR_CHECK;
if(texHandle > 0) {
glEnable(GL_TEXTURE_2D);
ERROR_CHECK;
glBindTexture(GL_TEXTURE_2D, texHandle);
ERROR_CHECK;
} else {
glDisable(GL_TEXTURE_2D);
ERROR_CHECK;
}
vtxFlags = 0;
if(tracking)
vtxFlags |= 1;
if(flags & B3D_VB_HAS_NORMALS)
vtxFlags |= 2;
if(flags & B3D_VB_HAS_TEXTURES)
vtxFlags |= 4;
#ifdef GL_VERSION_1_1
/* use glDrawElements() etc */
/* @@@ HACK!!! */
vtxPointer -= 1; /* that way we can submit all vertices at once */
if(vtxFlags & 1) {
/* harumph... we need to rotate all the colors as we're getting ARGB here but GL expects RGBA... */
for(i=1;i<=nVertices;i++) {
unsigned int argb = vtxPointer[i].pixelValue32;
unsigned int rgba = (argb << 8) | (argb >> 24);
vtxPointer[i].pixelValue32 = rgba;
}
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(B3DPrimitiveVertex), &(vtxPointer->pixelValue32));
glEnableClientState(GL_COLOR_ARRAY);
}
if(vtxFlags & 2) {
glNormalPointer(GL_FLOAT, sizeof(B3DPrimitiveVertex), vtxPointer->normal);
glEnableClientState(GL_NORMAL_ARRAY);
}
if(vtxFlags & 4) {
glTexCoordPointer(2, GL_FLOAT, sizeof(B3DPrimitiveVertex), vtxPointer->texCoord);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
}
glVertexPointer(3, GL_FLOAT, sizeof(B3DPrimitiveVertex), vtxPointer->position);
glEnableClientState(GL_VERTEX_ARRAY);
ERROR_CHECK;
/* @@@ HACK!!! */
vtxPointer += 1; /* that way we can submit all vertices at once */
#endif /* GL_VERSION_1_1 */
switch(primType) {
case 1: /* points */
#ifdef GL_VERSION_1_1
glDrawArrays(GL_POINTS, 1, nVertices);
#else /* !GL_VERSION_1_1 */
glBegin(GL_POINTS);
for(i=0; i < nVertices; i++)
glRenderVertex(vtxPointer + i, vtxFlags);
glEnd();
#endif /* GL_VERSION_1_1 */
break;
case 2: /* lines */
#ifdef GL_VERSION_1_1
glDrawArrays(GL_LINES, 1, nVertices);
#else /* !GL_VERSION_1_1 */
glBegin(GL_LINES);
for(i=0; i < nVertices; i++)
glRenderVertex(vtxPointer + i, vtxFlags);
glEnd();
#endif /* GL_VERSION_1_1 */
break;
case 3: /* polygon */
#ifdef GL_VERSION_1_1
glDrawArrays(GL_POLYGON, 1, nVertices);
#else /* !GL_VERSION_1_1 */
glBegin(GL_POLYGON);
for(i=0; i < nVertices; i++)
glRenderVertex(vtxPointer + i, vtxFlags);
glEnd();
#endif /* GL_VERSION_1_1 */
break;
case 4: /* indexed lines */
#ifdef GL_VERSION_1_1
glDrawElements(GL_LINES, idxSize, GL_UNSIGNED_INT, facePtr);
#else /* !GL_VERSION_1_1 */
nFaces = idxSize / 2;
glBegin(GL_LINES);
for(i = 0; i < nFaces; i++) {
B3DInputFace *face = facePtr + (2*i);
if(face[0] && face[1]) {
DPRINTF3D(10, (fp,"\n"));
glRenderVertex(vtxPointer + face[0] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[1] - 1, vtxFlags);
}
}
glEnd();
#endif /* GL_VERSION_1_1 */
break;
case 5: /* indexed triangles */
#ifdef GL_VERSION_1_1
glDrawElements(GL_TRIANGLES, idxSize, GL_UNSIGNED_INT, facePtr);
#else /* !GL_VERSION_1_1 */
nFaces = idxSize / 3;
glBegin(GL_TRIANGLES);
for(i = 0; i < nFaces; i++) {
B3DInputFace *face = facePtr + (3*i);
if(face[0] && face[1] && face[2]) {
DPRINTF3D(10, (fp,"\n"));
glRenderVertex(vtxPointer + face[0] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[1] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[2] - 1, vtxFlags);
}
}
glEnd();
#endif /* GL_VERSION_1_1 */
break;
case 6: /* indexed quads */
#ifdef GL_VERSION_1_1
glDrawElements(GL_QUADS, idxSize, GL_UNSIGNED_INT, facePtr);
#else /* !GL_VERSION_1_1 */
nFaces = idxSize / 4;
glBegin(GL_QUADS);
for(i = 0; i < nFaces; i++) {
B3DInputFace *face = facePtr + (4*i);
if(face[0] && face[1] && face[2] && face[3]) {
DPRINTF3D(10, (fp,"\n"));
glRenderVertex(vtxPointer + face[0] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[1] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[2] - 1, vtxFlags);
glRenderVertex(vtxPointer + face[3] - 1, vtxFlags);
}
}
glEnd();
#endif /* GL_VERSION_1_1 */
break;
}
ERROR_CHECK;
DPRINTF3D(5, (fp,"\n"));
glDisable(GL_COLOR_MATERIAL);
ERROR_CHECK;
#ifdef GL_VERSION_1_1
if(vtxFlags & 1)
glDisableClientState(GL_COLOR_ARRAY);
if(vtxFlags & 2)
glDisableClientState(GL_NORMAL_ARRAY);
if(vtxFlags & 4)
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
ERROR_CHECK;
#endif /* GL_VERSION_1_1 */
return 1;
}
/*****************************************************************************/
/*****************************************************************************/
int b3dLoadClientState(int handle, float *vtxData, int vtxSize, float *colorData, int colorSize, float *normalData, int normalSize, float *txData, int txSize) {
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) {
DPRINTF3D(0, (fp, "ERROR: Invalid renderer specified: %d\n", handle));
return 0;
}
if(colorData) glColorPointer(colorSize, GL_FLOAT, colorSize*4, colorData);
else glDisableClientState(GL_COLOR_ARRAY);
if(normalData) glNormalPointer(GL_FLOAT, normalSize*4, normalData);
else glDisableClientState(GL_NORMAL_ARRAY);
if(txData) glTexCoordPointer(txSize, GL_FLOAT, txSize*4, txData);
else glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(vtxSize, GL_FLOAT, vtxSize*4, vtxData);
return 1;
}
int b3dDrawRangeElements(int handle, int mode, int minIdx, int maxIdx, int nFaces, unsigned int *facePtr) {
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
#ifdef WIN32
if(!renderer->glDrawRangeElements) {
void *fn;
fn = wglGetProcAddress("glDrawRangeElements");
if(!fn) {
DPRINTF3D(1, (fp, "ERROR: Cannot find glDrawRangeElements\n"));
fn = wglGetProcAddress("glDrawRangeElementsEXT");
if(!fn) {
DPRINTF3D(1, (fp, "ERROR: Cannot find glDrawRangeElementsEXT\n"));
return 0;
}
}
renderer->glDrawRangeElements = fn;
}
(*(renderer->glDrawRangeElements))
(mode, minIdx, maxIdx, nFaces, GL_UNSIGNED_INT, facePtr);
#else
glDrawRangeElements(mode, minIdx, maxIdx, nFaces, GL_UNSIGNED_INT, facePtr);
#endif
return 1;
}
int b3dDrawElements(int handle, int mode, int nFaces, unsigned int *facePtr) {
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
glDrawElements(mode, nFaces, GL_UNSIGNED_INT, facePtr);
return 1;
}
int b3dDrawArrays(int handle, int mode, int minIdx, int maxIdx) {
glRenderer *renderer = glRendererFromHandle(handle);
if(!renderer || !glMakeCurrentRenderer(renderer)) return 0;
glDrawArrays(mode, minIdx, maxIdx);
return 1;
}
#endif /* defined B3DX_GL */
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