doom-ios/code/iphone/gles_glue.c

200 lines
5 KiB
C

/*
Copyright (C) 2009 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "doomiphone.h"
//int registration_sequence;
//#include "iphone_gl.h"
void GLCheckError(const char *message) {
GLint err = glGetError();
if ( err != GL_NO_ERROR ) {
printf( "GL ERROR %d from %s\n", err, message );
}
}
unsigned int QGLBeginStarted = 0;
struct Vertex {
float xyz[3];
float st[2];
#ifdef VERTEX_COLOR
GLubyte c[4];
#endif
};
#define MAX_VERTS 16384
typedef struct Vertex Vertex;
Vertex immediate[ MAX_VERTS ];
Vertex vab;
short quad_indexes[MAX_VERTS * 3 / 2 ];
int curr_vertex;
GLenum curr_prim;
void SetImmediateModeGLVertexArrays() {
glVertexPointer( 3, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].xyz );
glEnableClientState( GL_VERTEX_ARRAY );
glTexCoordPointer( 2, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].st );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
#ifdef VERTEX_COLOR
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( Vertex ), immediate[ 0 ].c );
glEnableClientState( GL_COLOR_ARRAY );
#endif
}
void InitImmediateModeGL() {
for ( int i = 0; i < MAX_VERTS * 3 / 2; i+=6 ) {
int q = i / 6 * 4;
quad_indexes[ i + 0 ] = q + 0;
quad_indexes[ i + 1 ] = q + 1;
quad_indexes[ i + 2 ] = q + 2;
quad_indexes[ i + 3 ] = q + 0;
quad_indexes[ i + 4 ] = q + 2;
quad_indexes[ i + 5 ] = q + 3;
}
SetImmediateModeGLVertexArrays();
}
void glBegin( GLenum prim ) {
curr_vertex = 0;
curr_prim = prim;
}
void glVertex3f( GLfloat x, GLfloat y, GLfloat z ) {
assert( curr_vertex < MAX_VERTS );
vab.xyz[ 0 ] = x;
vab.xyz[ 1 ] = y;
vab.xyz[ 2 ] = z;
immediate[ curr_vertex ] = vab;
curr_vertex++;
}
void glVertex3fv( GLfloat *xyz ) {
assert( curr_vertex < MAX_VERTS );
vab.xyz[ 0 ] = xyz[0];
vab.xyz[ 1 ] = xyz[1];
vab.xyz[ 2 ] = xyz[2];
immediate[ curr_vertex ] = vab;
curr_vertex++;
}
void glVertex2f( GLfloat x, GLfloat y ) {
assert( curr_vertex < MAX_VERTS );
vab.xyz[ 0 ] = (float)x;
vab.xyz[ 1 ] = (float)y;
vab.xyz[ 2 ] = 0.0f;
immediate[ curr_vertex ] = vab;
curr_vertex++;
}
void glVertex2i( GLint x, GLint y ) {
assert( curr_vertex < MAX_VERTS );
vab.xyz[ 0 ] = (float)x;
vab.xyz[ 1 ] = (float)y;
vab.xyz[ 2 ] = 0.0f;
immediate[ curr_vertex ] = vab;
curr_vertex++;
}
#ifdef VERTEX_COLOR
void glColor4ub( GLubyte r, GLubyte g, GLubyte b, GLubyte a ) {
vab.c[ 0 ] = r;
vab.c[ 1 ] = g;
vab.c[ 2 ] = b;
vab.c[ 3 ] = a;
}
void glColor4ubv( GLubyte *rgba ) {
vab.c[ 0 ] = rgba[0];
vab.c[ 1 ] = rgba[1];
vab.c[ 2 ] = rgba[2];
vab.c[ 3 ] = rgba[3];
}
void glColor4f( GLfloat r, GLfloat g, GLfloat b, GLfloat a ) {
vab.c[ 0 ] = (GLubyte) ( r * 255 );
vab.c[ 1 ] = (GLubyte) ( g * 255 );
vab.c[ 2 ] = (GLubyte) ( b * 255 );
vab.c[ 3 ] = (GLubyte) ( a * 255 );
}
void glColor4fv( GLfloat *rgba ) {
vab.c[ 0 ] = (GLubyte) ( rgba[0] * 255 );
vab.c[ 1 ] = (GLubyte) ( rgba[1] * 255 );
vab.c[ 2 ] = (GLubyte) ( rgba[2] * 255 );
vab.c[ 3 ] = (GLubyte) ( rgba[3] * 255 );
}
void glColor3f( GLfloat r, GLfloat g, GLfloat b ) {
vab.c[ 0 ] = (GLubyte) ( r * 255 );
vab.c[ 1 ] = (GLubyte) ( g * 255 );
vab.c[ 2 ] = (GLubyte) ( b * 255 );
vab.c[ 3 ] = 255;
}
#endif
void glTexCoord2i( GLint s, GLint t ) {
vab.st[ 0 ] = (float)s;
vab.st[ 1 ] = (float)t;
}
void glTexCoord2f( GLfloat s, GLfloat t ) {
vab.st[ 0 ] = s;
vab.st[ 1 ] = t;
}
void glTexCoord2fv( GLfloat *st ) {
vab.st[ 0 ] = st[0];
vab.st[ 1 ] = st[1];
}
void glEnd() {
#if 0
glVertexPointer( 3, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].xyz );
glTexCoordPointer( 2, GL_FLOAT, sizeof( Vertex ), immediate[ 0 ].st );
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( Vertex ), immediate[ 0 ].c );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
#endif
if ( curr_prim == GL_QUADS ) {
glDrawElements( GL_TRIANGLES, curr_vertex / 4 * 6, GL_UNSIGNED_SHORT, quad_indexes );
} else {
glDrawArrays( curr_prim, 0, curr_vertex );
}
curr_vertex = 0;
curr_prim = 0;
}
void landscapeViewport( GLint x, GLint y, GLsizei width, GLsizei height ) {
y = 0; // !@#
if ( revLand->value ) {
glViewport( VID_HEIGHT - (y+height), x, height, width );
} else {
glViewport( y, x, height, width );
}
}
void landscapeScissor( GLint x, GLint y, GLsizei width, GLsizei height ) {
y = 0; // !@#
if ( revLand->value ) {
glScissor( VID_HEIGHT - (y+height), x, height, width );
} else {
glScissor( y, x, height, width );
}
}